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2.0.1 ... main

Author SHA1 Message Date
Simon Brodtmann
bac183d1c1 Reformat code 2025-07-07 23:10:51 +02:00
Simon Brodtmann
7134f437e5 Cleanup 2025-07-06 20:24:21 +02:00
Simon Brodtmann
9144d7492f Change line endings to \n 2025-07-06 20:17:23 +02:00
32c3dcadbe compat: Dropped incompatibility flag for Space Age. 2025-07-06 20:15:51 +02:00
Simon Brodtmann
6b957759d5 Fix changelog 2025-07-06 11:09:34 +02:00
122 changed files with 38888 additions and 40184 deletions

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@ -1,85 +1,85 @@
----- Just used for Testing
function Test_Spawn()
local surface = game.surfaces['nauvis']
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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-n", position = {154, 10}, force = game.forces.player})
surface.create_entity({name = "tree-wetland-o", position = {156, 10}, force = game.forces.player})
end
----- Just used for Testing
function Test_Spawn()
local surface = game.surfaces['nauvis']
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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-n", position = { 154, 10 }, force = game.forces.player })
surface.create_entity({ name = "tree-wetland-o", position = { 156, 10 }, force = game.forces.player })
end

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@ -1,10 +1,6 @@
---------------------------------------------------------------------------------------------------
Version: 2.0.1
Date: 06.07.2025
Bug Fixes:
- Fix locales
- Fix Musk floor
---------------------------------------------------------------------------------------------------
Version: 2.0.0
Date: 05.07.2025
Initial 2.0 release
---------------------------------------------------------------------------------------------------
Version: 2.0.1
Date: 06.07.2025
Bug Fixes:
- Fix locales
- Fix Musk floor

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@ -1,261 +1,260 @@
BioInd.writeDebug("Entered control_arboretum.lua")
---Arboretum Stuff
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
-- If a recipe with NORMAL FERTILIZER is used, don't fertilize tiles set have "true"
-- set! (Fertile tiles set to true in this table can't be made more fertile with
-- normal fertilizer, and nothing should grow on the other tiles.)
local Terrain_Check_1 = {
["grass-1"] = true, -- Fertility: 100%
["grass-3"] = true, -- Fertility: 85%
["vegetation-green-grass-1"] = true, -- Fertility: 100%
["vegetation-green-grass-3"] = true, -- Fertility: 85%
}
-- 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
-- the others tiles!)
local Terrain_Check_2 = {
["grass-1"] = true, -- Fertility: 100%
["vegetation-green-grass-1"] = true, -- Fertility: 100%
}
local plant_radius = 75
-- Different tiles are used if AlienBiomes is active
local AB, terrain_name_g1, terrain_name_g3
-- OmniFluid replaces all fluids with items, so the arboretum won't have a fluidbox!
local function get_new_position(pos)
pos = BioInd.normalize_position(pos) or BioInd.arg_err("nil", position)
local xxx = math.random(-plant_radius, plant_radius)
local yyy = math.random(-plant_radius, plant_radius)
return {x = pos.x + xxx, y = pos.y + yyy}
end
-- Check that all ingredients are available!
local function check_ingredients(arboretum)
local recipe = arboretum.get_recipe()
local need = recipe and storage.bi_arboretum_recipe_table[recipe.name]
local function check(need, have)
for name, amount in pairs(need or {}) do
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})
return false
end
end
return true
end
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
return need and
check(need.items, inventory and inventory.get_contents()) and
check(need.fluids, arboretum.get_fluid_contents()) and
{ingredients = need, name = recipe.name} or nil
end
local function consume_ingredients(arboretum, need)
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
for item, i in pairs(need.items or {}) do
inventory.remove({name = item, count = i})
BioInd.writeDebug("Removed %s (%s)", {item, i})
end
BioInd.show("Inventory", inventory.get_contents() or "nil")
for fluid, f in pairs(need.fluids or {}) do
arboretum.remove_fluid({name = fluid, amount = f})
BioInd.writeDebug("Removed %s (%s)", {fluid, f})
end
BioInd.show("Fluid contents", arboretum.get_fluid_contents() or "nil")
end
local function set_tile(current, target, surface, position)
if current ~= target then
surface.set_tiles(
{{name = target, position = position}},
true, -- correct_tiles
true, -- remove_colliding_entities
true, -- remove_colliding_decoratives
true -- raise_event
)
end
end
function Get_Arboretum_Recipe(ArboretumTable, event)
BioInd.writeDebug("Entered function Get_Arboretum_Recipe(%s, %s)", {ArboretumTable, event})
if not ArboretumTable then
BioInd.writeDebug("%s is not a valid ArboretumTable. Leaving immediately!")
return
end
local arboretum = ArboretumTable.base
local new_position, currentTilename
local pos, surface, Inventory, stack
-- 'AlienBiomes' is a bool value -- we don't want to read it again if it's false,
-- but only if it hasn't been set yet!
AB = storage.compatible.AlienBiomes
terrain_name_g1 = terrain_name_g1 or (AB and "vegetation-green-grass-1" or "grass-1")
terrain_name_g3 = terrain_name_g3 or (AB and "vegetation-green-grass-3" or "grass-3")
local check = check_ingredients(arboretum)
local ingredients, recipe_name
if check then
ingredients, recipe_name = check.ingredients, check.name
end
if ingredients then
local create_seedling, new_plant
pos = BioInd.normalize_position(arboretum.position) or
BioInd.arg_err("nil", "position")
surface = arboretum.surface
-- Just plant a tree and hope the ground is fertile!
if recipe_name == "bi-arboretum-r1" then
BioInd.writeDebug(tostring(recipe_name) .. ": Just plant a tree")
--- 10 attempts to find a random spot to plant a tree and/or change terrain
for k = 1, 10 do
new_position = get_new_position(pos)
new_plant = {
name= "seedling",
position = new_position,
force = "neutral"
}
if surface.can_place_entity(new_plant) then
consume_ingredients(arboretum, ingredients)
create_seedling = surface.create_entity(new_plant)
seed_planted_arboretum(event, create_seedling)
--- After sucessfully planting a tree, break out of the loop.
break
else
BioInd.writeDebug("Can't plant here (attempt %s)", k)
end
end
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
elseif recipe_name == "bi-arboretum-r2" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
-- We need to fertilize the ground!
if Bi_Industries.fertility[currentTilename] and not Terrain_Check_1[currentTilename] then
consume_ingredients(arboretum, ingredients)
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
{k, currentTilename or "unknown tile",
terrain_name_g3, serpent.line(new_position)})
set_tile(currentTilename, terrain_name_g3, surface, new_position)
--- After sucessfully changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain (%s)",
{k, currentTilename or "unknown tile"})
end
end
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
elseif recipe_name == "bi-arboretum-r3" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
if Bi_Industries.fertility[currentTilename] and currentTilename ~= terrain_name_g1 then
consume_ingredients(arboretum, ingredients)
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
{k, currentTilename or "unknown tile",
terrain_name_g1, serpent.line(new_position)})
set_tile(currentTilename, terrain_name_g1, surface, new_position)
--- After sucessfully changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain (%s)",
{k, currentTilename or "unknown tile"})
end
end
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
-- Also plant a tree.
elseif recipe_name == "bi-arboretum-r4" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
new_plant = {
name= "seedling",
position = new_position,
force = "neutral"
}
-- Test to see if we can plant
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
consume_ingredients(arboretum, ingredients)
-- Refund fertilizer -- no need to waste it on fertile ground!
if Terrain_Check_1[currentTilename] then
arboretum.insert({name = "fertilizer", count = ingredients.items.fertilizer})
BioInd.writeDebug("Refunded fertilizer!")
end
set_tile(currentTilename, terrain_name_g3, surface, new_position)
create_seedling = surface.create_entity(new_plant)
seed_planted_arboretum(event, create_seedling)
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
{k, currentTilename or "unknown tile"})
end
end
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
-- Also plant a tree.
elseif recipe_name == "bi-arboretum-r5" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
new_plant = {
name= "seedling",
position = new_position,
force = "neutral"
}
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
consume_ingredients(arboretum, ingredients)
-- Refund fertilizer -- no need to waste it on fertile ground!
if Terrain_Check_2[currentTilename] then
arboretum.insert({
name = "bi-adv-fertilizer", count = ingredients.items["bi-adv-fertilizer"]
})
BioInd.writeDebug("Refunded advanced fertilizer!")
end
set_tile(currentTilename, terrain_name_g1, surface, new_position)
create_seedling = surface.create_entity(new_plant)
seed_planted_arboretum (event, create_seedling)
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
{k, currentTilename or "unknown tile"})
end
end
else
BioInd.writeDebug("Terraformer has no recipe!")
end
end
end
BioInd.writeDebug("Entered control_arboretum.lua")
---Arboretum Stuff
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
-- If a recipe with NORMAL FERTILIZER is used, don't fertilize tiles set have "true"
-- set! (Fertile tiles set to true in this table can't be made more fertile with
-- normal fertilizer, and nothing should grow on the other tiles.)
local Terrain_Check_1 = {
["grass-1"] = true, -- Fertility: 100%
["grass-3"] = true, -- Fertility: 85%
["vegetation-green-grass-1"] = true, -- Fertility: 100%
["vegetation-green-grass-3"] = true, -- Fertility: 85%
}
-- 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
-- the others tiles!)
local Terrain_Check_2 = {
["grass-1"] = true, -- Fertility: 100%
["vegetation-green-grass-1"] = true, -- Fertility: 100%
}
local plant_radius = 75
-- Different tiles are used if AlienBiomes is active
local AB, terrain_name_g1, terrain_name_g3
-- OmniFluid replaces all fluids with items, so the arboretum won't have a fluidbox!
local function get_new_position(pos)
pos = BioInd.normalize_position(pos) or BioInd.arg_err("nil", position)
local xxx = math.random(-plant_radius, plant_radius)
local yyy = math.random(-plant_radius, plant_radius)
return { x = pos.x + xxx, y = pos.y + yyy }
end
-- Check that all ingredients are available!
local function check_ingredients(arboretum)
local recipe = arboretum.get_recipe()
local need = recipe and storage.bi_arboretum_recipe_table[recipe.name]
local function check(need, have)
for name, amount in pairs(need or {}) do
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 })
return false
end
end
return true
end
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
return need and
check(need.items, inventory and inventory.get_contents()) and
check(need.fluids, arboretum.get_fluid_contents()) and
{ ingredients = need, name = recipe.name } or nil
end
local function consume_ingredients(arboretum, need)
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
for item, i in pairs(need.items or {}) do
inventory.remove({ name = item, count = i })
BioInd.writeDebug("Removed %s (%s)", { item, i })
end
BioInd.show("Inventory", inventory.get_contents() or "nil")
for fluid, f in pairs(need.fluids or {}) do
arboretum.remove_fluid({ name = fluid, amount = f })
BioInd.writeDebug("Removed %s (%s)", { fluid, f })
end
BioInd.show("Fluid contents", arboretum.get_fluid_contents() or "nil")
end
local function set_tile(current, target, surface, position)
if current ~= target then
surface.set_tiles(
{ { name = target, position = position } },
true, -- correct_tiles
true, -- remove_colliding_entities
true, -- remove_colliding_decoratives
true -- raise_event
)
end
end
function Get_Arboretum_Recipe(ArboretumTable, event)
BioInd.writeDebug("Entered function Get_Arboretum_Recipe(%s, %s)", { ArboretumTable, event })
if not ArboretumTable then
BioInd.writeDebug("%s is not a valid ArboretumTable. Leaving immediately!")
return
end
local arboretum = ArboretumTable.base
local new_position, currentTilename
local pos, surface, Inventory, stack
-- 'AlienBiomes' is a bool value -- we don't want to read it again if it's false,
-- but only if it hasn't been set yet!
AB = storage.compatible.AlienBiomes
terrain_name_g1 = terrain_name_g1 or (AB and "vegetation-green-grass-1" or "grass-1")
terrain_name_g3 = terrain_name_g3 or (AB and "vegetation-green-grass-3" or "grass-3")
local check = check_ingredients(arboretum)
local ingredients, recipe_name
if check then
ingredients, recipe_name = check.ingredients, check.name
end
if ingredients then
local create_seedling, new_plant
pos = BioInd.normalize_position(arboretum.position) or
BioInd.arg_err("nil", "position")
surface = arboretum.surface
-- Just plant a tree and hope the ground is fertile!
if recipe_name == "bi-arboretum-r1" then
BioInd.writeDebug(tostring(recipe_name) .. ": Just plant a tree")
--- 10 attempts to find a random spot to plant a tree and/or change terrain
for k = 1, 10 do
new_position = get_new_position(pos)
new_plant = {
name = "seedling",
position = new_position,
force = "neutral"
}
if surface.can_place_entity(new_plant) then
consume_ingredients(arboretum, ingredients)
create_seedling = surface.create_entity(new_plant)
seed_planted_arboretum(event, create_seedling)
--- After sucessfully planting a tree, break out of the loop.
break
else
BioInd.writeDebug("Can't plant here (attempt %s)", k)
end
end
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
elseif recipe_name == "bi-arboretum-r2" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
-- We need to fertilize the ground!
if Bi_Industries.fertility[currentTilename] and not Terrain_Check_1[currentTilename] then
consume_ingredients(arboretum, ingredients)
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
{ k, currentTilename or "unknown tile",
terrain_name_g3, serpent.line(new_position) })
set_tile(currentTilename, terrain_name_g3, surface, new_position)
--- After sucessfully changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain (%s)",
{ k, currentTilename or "unknown tile" })
end
end
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
elseif recipe_name == "bi-arboretum-r3" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
if Bi_Industries.fertility[currentTilename] and currentTilename ~= terrain_name_g1 then
consume_ingredients(arboretum, ingredients)
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
{ k, currentTilename or "unknown tile",
terrain_name_g1, serpent.line(new_position) })
set_tile(currentTilename, terrain_name_g1, surface, new_position)
--- After sucessfully changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain (%s)",
{ k, currentTilename or "unknown tile" })
end
end
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
-- Also plant a tree.
elseif recipe_name == "bi-arboretum-r4" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
new_plant = {
name = "seedling",
position = new_position,
force = "neutral"
}
-- Test to see if we can plant
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
consume_ingredients(arboretum, ingredients)
-- Refund fertilizer -- no need to waste it on fertile ground!
if Terrain_Check_1[currentTilename] then
arboretum.insert({ name = "fertilizer", count = ingredients.items.fertilizer })
BioInd.writeDebug("Refunded fertilizer!")
end
set_tile(currentTilename, terrain_name_g3, surface, new_position)
create_seedling = surface.create_entity(new_plant)
seed_planted_arboretum(event, create_seedling)
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
{ k, currentTilename or "unknown tile" })
end
end
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
-- Also plant a tree.
elseif recipe_name == "bi-arboretum-r5" then
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
new_position = get_new_position(pos)
currentTilename = surface.get_tile(new_position.x, new_position.y).name
new_plant = {
name = "seedling",
position = new_position,
force = "neutral"
}
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
consume_ingredients(arboretum, ingredients)
-- Refund fertilizer -- no need to waste it on fertile ground!
if Terrain_Check_2[currentTilename] then
arboretum.insert({
name = "bi-adv-fertilizer", count = ingredients.items["bi-adv-fertilizer"]
})
BioInd.writeDebug("Refunded advanced fertilizer!")
end
set_tile(currentTilename, terrain_name_g1, surface, new_position)
create_seedling = surface.create_entity(new_plant)
seed_planted_arboretum(event, create_seedling)
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
break
else
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
{ k, currentTilename or "unknown tile" })
end
end
else
BioInd.writeDebug("Terraformer has no recipe!")
end
end
end

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@ -1,448 +1,452 @@
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = "__Bio_Industries_2__/graphics/icons/"
-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
-- of our variations of tree prototypes. Remove them!
local ignore_trees = BioInd.get_tree_ignore_list()
local removed = 0
for name, _ in pairs(ignore_trees or {}) do
if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
data.raw.tree[name] = nil
ignore_trees[name] = nil
removed = removed + 1
BioInd.show("Removed tree prototype", name)
end
end
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
---- Game Tweaks ---- Tree
if BI.Settings.BI_Game_Tweaks_Tree then
local new_results = {
{
type = "item",
name = "wood",
amount_min = 1,
amount_max = 6
}
}
for tree_name, tree in pairs(data.raw["tree"] or {}) do
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.results: %s", {tree.name, (tree.minable and tree.minable.results or "nil")}, "line")
--CHECK FOR SINGLE RESULTS
-- mining.result may be set although mining.results exists (mining.result
-- will be ignored in that case; happens, for example with IR2's rubber
-- trees). In this case, overwriting mining.results with the data from
-- mining.result could break other mods (e.g. IR2's rubber trees should
-- yield "rubber-wood" instead of "wood").
if tree.minable.result and not tree.minable.results then
BioInd.writeDebug("Tree has minable.result")
--CHECK FOR VANILLA TREES WOOD x 4
if tree.minable.result == "wood" and tree.minable.count == 4 then
BioInd.writeDebug("Changing wood yield of %s to random value.", {tree.name})
tree.minable.mining_particle = "wooden-particle"
tree.minable.mining_time = 1.5
tree.minable.results = new_results
-- CONVERT RESULT TO RESULTS
else
BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
tree.minable.mining_particle = "wooden-particle"
tree.minable.results = {
{
type = "item",
name = tree.minable.result,
amount = tree.minable.count,
}
}
end
--CHECK FOR RESULTS TABLE
elseif tree.minable.results then
BioInd.writeDebug("Checking minable.results!")
for r, result in pairs(tree.minable.results) do
--CHECK FOR RESULT WOOD x 4
if result.name == "wood" and result.amount == 4 then
BioInd.writeDebug("Changing result %s: %s", {r, result}, "line")
result.amount = nil
result.amount_min = 1
result.amount_max = 6
end
end
tree.minable.result = nil
tree.minable.count = nil
-- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS!
else
BioInd.writeDebug("Creating minable.results!")
tree.minable.results = new_results
end
BioInd.writeDebug("New minable.results: %s",
{tree.minable and tree.minable.results or "nil"}, "line")
else
BioInd.writeDebug("Won't change results of %s!", {tree.name})
end
end
end
---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
if BI.Settings.BI_Game_Tweaks_Player then
-- There may be more than one character in the game! Here's a list of
-- the character prototype names or patterns matching character prototype
-- names we want to ignore.
local blacklist = {
------------------------------------------------------------------------------------
-- Known dummies --
------------------------------------------------------------------------------------
-- Autodrive
"autodrive-passenger",
-- AAI Programmable Vehicles
"^.+%-_%-driver$",
-- Minime
"minime_character_dummy",
-- Water Turret (currently the dummies are not characters -- but things may change!)
"^WT%-.+%-dummy$",
------------------------------------------------------------------------------------
-- Other characters --
------------------------------------------------------------------------------------
-- Bob's Classes and Multiple characters mod
"^.*bob%-character%-.+$",
}
local whitelist = {
-- Default character
"^character$",
-- Characters compatible with Minime
"^.*skin.*$",
}
local tweaks = {
loot_pickup_distance = 5, -- default 2
build_distance = 20, -- Vanilla 6
drop_item_distance = 20, -- Vanilla 6
reach_distance = 20, -- Vanilla 6
item_pickup_distance = 6, -- Vanilla 1
reach_resource_distance = 6, -- Vanilla 2.7
}
local found, ignore
for char_name, character in pairs(data.raw.character) do
BioInd.show("Checking character", char_name)
found = false
for w, w_pattern in ipairs(whitelist) do
if char_name == w_pattern or char_name:match(w_pattern) then
ignore = false
BioInd.show("Found whitelisted character name", char_name)
for b, b_pattern in ipairs(blacklist) do
if char_name == b_pattern or char_name:match(b_pattern) then
BioInd.writeDebug("%s is on the ignore list!", char_name)
-- Mark character as found
ignore = true
break
end
end
if not ignore then
found = true
break
end
end
if found then
break
end
end
-- Apply tweaks
if found then
for tweak_name, tweak in pairs(tweaks) do
if character[tweak_name] < tweak then
BioInd.writeDebug("Changing %s from %s to %s", {tweak_name, character[tweak_name], tweak})
character[tweak_name] = tweak
end
end
end
end
end
-- Moved to data-updates.lua for 0.18.34/1.1.4!
---- Game Tweaks ---- Production science pack recipe
if data.raw.recipe["bi-production-science-pack"] then
BI_Functions.lib.allow_productivity("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.")
end
---- Game Tweaks ---- Bots
if BI.Settings.BI_Game_Tweaks_Bot then
-- Logistic & Construction bots can't catch fire or be mined
local function immunify(bot)
-- Changed for 0.18.34/1.1.4!
local can_insert = true
bot.flags = bot.flags or {}
bot.resistances = bot.resistances or {}
for f, flag in pairs(bot.flags) do
if flag == "not-flammable" then
can_insert = false
break
end
end
if can_insert then
table.insert(bot.flags, "not-flammable")
BioInd.writeDebug("Added flag \"not-flammable\" to %s", {bot.name})
end
can_insert = true
for r, resistance in pairs(bot.resistances) do
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})
bot.resistances[r] = {type = "fire", percent = 100}
can_insert = false
break
end
end
if can_insert then
table.insert(bot.resistances, {type = "fire", percent = 100})
BioInd.writeDebug("Added resistance against \"fire\" to %s", {bot.name})
end
bot.minable = nil
BioInd.writeDebug("Made %s unminable", {bot.name})
end
--catches modded bots too
for _, bot in pairs(data.raw['construction-robot']) do
immunify(bot)
end
for _, bot in pairs(data.raw['logistic-robot']) do
immunify(bot)
end
end
---- Game Tweaks stack size ----
if BI.Settings.BI_Game_Tweaks_Stack_Size then
-- Changed for 0.18.34/1.1.4
local tweaks = {
["wood"] = {value = 400, se_limit = 200},
["stone"] = {value = 400, se_limit = 50},
["stone-crushed"] = {value = 800, se_limit = 200},
["concrete"] = {value = 400, se_limit = 200},
["slag"] = {value = 800, se_limit = 200},
}
local item
local five_dim = BioInd.get_startup_setting("5d-change-stack")
for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name]
if item then
-- 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
BioInd.writeDebug("Changing stacksize of %s from %s to %s",
{item.name, item.stack_size, tweak.value})
item.stack_size = tweak.value
end
if mods["space-exploration"] then
item.stack_size = math.min(tweak.se_limit, item.stack_size)
BioInd.show("Adjusted stack_size on account of SE", item.stack_size )
end
end
end
end
--- Update fuel_emissions_multiplier values
if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
for item, factor in pairs({
["pellet-coke"] = 0.80,
["enriched-fuel"] = 0.90,
["solid-fuel"] = 1.00,
["solid-carbon"] = 1.05,
["carbon"] = 1.05,
["wood-bricks"] = 1.20,
["rocket-fuel"] = 1.20,
["bi-seed"] = 1.30,
["seedling"] = 1.30,
["bi-wooden-pole-big"] = 1.30,
["bi-wooden-pole-huge"] = 1.30,
["bi-wooden-fence"] = 1.30,
["bi-wood-pipe"] = 1.30,
["bi-wood-pipe-to-ground"] = 1.30,
["bi-wooden-chest-large"] = 1.30,
["bi-wooden-chest-huge"] = 1.30,
["bi-wooden-chest-giga"] = 1.30,
["bi-ash"] = 1.30,
["ash"] = 1.30,
["wood-charcoal"] = 1.25,
["cellulose-fiber"] = 1.40,
["bi-woodpulp"] = 1.40,
["solid-coke"] = 1.40,
["wood-pellets"] = 1.40,
["coal-crushed"] = 1.50,
["wood"] = 1.60,
["coal"] = 2.00,
-- Removed in 0.17.48/0.18.16
}) do
BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
end
end
-- Make vanilla and Bio boilers exchangeable
if BI.Settings.BI_Bio_Fuel then
local boiler = data.raw["boiler"]["boiler"]
local boiler_group = boiler.fast_replaceable_group or "boiler"
boiler.fast_replaceable_group = boiler_group
data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
end
if mods["Krastorio2"] then
-- 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
-- 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
-- be necessary to increase the input of ash and fertilizer in these recipes as they already
-- require more wood/wood pulp.
local update = {
"wood", "bi-woodpulp",
"bi-seed", "seedling", "water",
}
for _, recipe in pairs(data.raw.recipe) do
BioInd.writeDebug("Recipe has \"mod\" property: %s", {recipe.mod and true or false})
if recipe.mod == "Bio_Industries_2" then
krastorio.recipes.multiplyIngredients(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 results for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.results or "nil"})
end
end
end
-- Make sure fertilizers have the "place_as_tile" property!
local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
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
-- been overwritten by some other mod, so we restore icons and localization and add
-- place_as_tile again!
local fertilizer = data.raw.item["fertilizer"]
if not fertilizer.place_as_tile then
fertilizer.place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
condition_size = 1,
condition = { layers = { water_tile = true }}
}
fertilizer.icon = ICONPATH .. "fertilizer_64.png"
fertilizer.icon_size = 64
fertilizer.icons = {
{
icon = ICONPATH .. "fertilizer_64.png",
icon_size = 64,
}
}
fertilizer.localised_name = {"BI-item-name.fertilizer"}
fertilizer.localised_description = {"BI-item-description.fertilizer"}
end
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
condition_size = 1,
condition = { layers = { water_tile = true }}
}
if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
-- 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.add_result("bi-basic-gas-processing", {
type = "item",
name = "ash",
amount = 15
})
end
-- Moved to data-updates.lua for 0.18.34/1.1.4!
--- If Space Exploration Mod is installed.
if mods["space-exploration"] then
-- Space Exploration Mod likes Stack Sizes to be 200 max.
-- Changed in 1.1.11
local tweaks = {
["bi-solar-mat"] = 400,
["bi-seed"] = 800,
["seedling"] = 400,
["bi-woodpulp"] = 800,
["bi-ash"] = 400,
["wood-charcoal"] = 400,
["pellet-coke"] = 400,
["stone-crushed"] = 400,
}
local item
for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name]
if item and item.stack_size then
item.stack_size = 200
end
end
if not mods["Natural_Evolution_Buildings"] then
local ammo_tweaks = {
["bi-dart-magazine-basic"] = 400,
["bi-dart-magazine-standard"] = 400,
["bi-dart-magazine-enhanced"] = 400,
["bi-dart-magazine-poison"] = 400,
}
local item
for tweak_name, tweak in pairs(ammo_tweaks) do
item = data.raw.ammo[tweak_name]
item.stack_size = 200
end
end
end
if BI.Settings.Bio_Cannon then
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
table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
for w, worm in pairs(data.raw.turret) do
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or {"common"}
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
end
end
------------------------------------------------------------------------------------
-- Add icons to our prototypes
BioInd.BI_add_icons()
---TESTING!
for k, v in pairs(data.raw) do
for t, p in pairs(v) do
if p.se_allow_in_space then
BioInd.writeDebug("%s (%s) can be built in space!", {p.name, t})
end
end
end
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = "__Bio_Industries_2__/graphics/icons/"
-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
-- of our variations of tree prototypes. Remove them!
local ignore_trees = BioInd.get_tree_ignore_list()
local removed = 0
for name, _ in pairs(ignore_trees or {}) do
if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
data.raw.tree[name] = nil
ignore_trees[name] = nil
removed = removed + 1
BioInd.show("Removed tree prototype", name)
end
end
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
---- Game Tweaks ---- Tree
if BI.Settings.BI_Game_Tweaks_Tree then
local new_results = {
{
type = "item",
name = "wood",
amount_min = 1,
amount_max = 6
}
}
for tree_name, tree in pairs(data.raw["tree"] or {}) do
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.results: %s",
{ tree.name, (tree.minable and tree.minable.results or "nil") }, "line")
--CHECK FOR SINGLE RESULTS
-- mining.result may be set although mining.results exists (mining.result
-- will be ignored in that case; happens, for example with IR2's rubber
-- trees). In this case, overwriting mining.results with the data from
-- mining.result could break other mods (e.g. IR2's rubber trees should
-- yield "rubber-wood" instead of "wood").
if tree.minable.result and not tree.minable.results then
BioInd.writeDebug("Tree has minable.result")
--CHECK FOR VANILLA TREES WOOD x 4
if tree.minable.result == "wood" and tree.minable.count == 4 then
BioInd.writeDebug("Changing wood yield of %s to random value.", { tree.name })
tree.minable.mining_particle = "wooden-particle"
tree.minable.mining_time = 1.5
tree.minable.results = new_results
-- CONVERT RESULT TO RESULTS
else
BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
tree.minable.mining_particle = "wooden-particle"
tree.minable.results = {
{
type = "item",
name = tree.minable.result,
amount = tree.minable.count,
}
}
end
--CHECK FOR RESULTS TABLE
elseif tree.minable.results then
BioInd.writeDebug("Checking minable.results!")
for r, result in pairs(tree.minable.results) do
--CHECK FOR RESULT WOOD x 4
if result.name == "wood" and result.amount == 4 then
BioInd.writeDebug("Changing result %s: %s", { r, result }, "line")
result.amount = nil
result.amount_min = 1
result.amount_max = 6
end
end
tree.minable.result = nil
tree.minable.count = nil
-- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS!
else
BioInd.writeDebug("Creating minable.results!")
tree.minable.results = new_results
end
BioInd.writeDebug("New minable.results: %s",
{ tree.minable and tree.minable.results or "nil" }, "line")
else
BioInd.writeDebug("Won't change results of %s!", { tree.name })
end
end
end
---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
if BI.Settings.BI_Game_Tweaks_Player then
-- There may be more than one character in the game! Here's a list of
-- the character prototype names or patterns matching character prototype
-- names we want to ignore.
local blacklist = {
------------------------------------------------------------------------------------
-- Known dummies --
------------------------------------------------------------------------------------
-- Autodrive
"autodrive-passenger",
-- AAI Programmable Vehicles
"^.+%-_%-driver$",
-- Minime
"minime_character_dummy",
-- Water Turret (currently the dummies are not characters -- but things may change!)
"^WT%-.+%-dummy$",
------------------------------------------------------------------------------------
-- Other characters --
------------------------------------------------------------------------------------
-- Bob's Classes and Multiple characters mod
"^.*bob%-character%-.+$",
}
local whitelist = {
-- Default character
"^character$",
-- Characters compatible with Minime
"^.*skin.*$",
}
local tweaks = {
loot_pickup_distance = 5, -- default 2
build_distance = 20, -- Vanilla 6
drop_item_distance = 20, -- Vanilla 6
reach_distance = 20, -- Vanilla 6
item_pickup_distance = 6, -- Vanilla 1
reach_resource_distance = 6, -- Vanilla 2.7
}
local found, ignore
for char_name, character in pairs(data.raw.character) do
BioInd.show("Checking character", char_name)
found = false
for w, w_pattern in ipairs(whitelist) do
if char_name == w_pattern or char_name:match(w_pattern) then
ignore = false
BioInd.show("Found whitelisted character name", char_name)
for b, b_pattern in ipairs(blacklist) do
if char_name == b_pattern or char_name:match(b_pattern) then
BioInd.writeDebug("%s is on the ignore list!", char_name)
-- Mark character as found
ignore = true
break
end
end
if not ignore then
found = true
break
end
end
if found then
break
end
end
-- Apply tweaks
if found then
for tweak_name, tweak in pairs(tweaks) do
if character[tweak_name] < tweak then
BioInd.writeDebug("Changing %s from %s to %s", { tweak_name, character[tweak_name], tweak })
character[tweak_name] = tweak
end
end
end
end
end
-- Moved to data-updates.lua for 0.18.34/1.1.4!
---- Game Tweaks ---- Production science pack recipe
if data.raw.recipe["bi-production-science-pack"] then
BI_Functions.lib.allow_productivity("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.")
end
---- Game Tweaks ---- Bots
if BI.Settings.BI_Game_Tweaks_Bot then
-- Logistic & Construction bots can't catch fire or be mined
local function immunify(bot)
-- Changed for 0.18.34/1.1.4!
local can_insert = true
bot.flags = bot.flags or {}
bot.resistances = bot.resistances or {}
for f, flag in pairs(bot.flags) do
if flag == "not-flammable" then
can_insert = false
break
end
end
if can_insert then
table.insert(bot.flags, "not-flammable")
BioInd.writeDebug("Added flag \"not-flammable\" to %s", { bot.name })
end
can_insert = true
for r, resistance in pairs(bot.resistances) do
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 })
bot.resistances[r] = { type = "fire", percent = 100 }
can_insert = false
break
end
end
if can_insert then
table.insert(bot.resistances, { type = "fire", percent = 100 })
BioInd.writeDebug("Added resistance against \"fire\" to %s", { bot.name })
end
bot.minable = nil
BioInd.writeDebug("Made %s unminable", { bot.name })
end
--catches modded bots too
for _, bot in pairs(data.raw['construction-robot']) do
immunify(bot)
end
for _, bot in pairs(data.raw['logistic-robot']) do
immunify(bot)
end
end
---- Game Tweaks stack size ----
if BI.Settings.BI_Game_Tweaks_Stack_Size then
-- Changed for 0.18.34/1.1.4
local tweaks = {
["wood"] = { value = 400, se_limit = 200 },
["stone"] = { value = 400, se_limit = 50 },
["stone-crushed"] = { value = 800, se_limit = 200 },
["concrete"] = { value = 400, se_limit = 200 },
["slag"] = { value = 800, se_limit = 200 },
}
local item
local five_dim = BioInd.get_startup_setting("5d-change-stack")
for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name]
if item then
-- 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
BioInd.writeDebug("Changing stacksize of %s from %s to %s",
{ item.name, item.stack_size, tweak.value })
item.stack_size = tweak.value
end
if mods["space-exploration"] then
item.stack_size = math.min(tweak.se_limit, item.stack_size)
BioInd.show("Adjusted stack_size on account of SE", item.stack_size)
end
end
end
end
--- Update fuel_emissions_multiplier values
if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
for item, factor in pairs({
["pellet-coke"] = 0.80,
["enriched-fuel"] = 0.90,
["solid-fuel"] = 1.00,
["solid-carbon"] = 1.05,
["carbon"] = 1.05,
["wood-bricks"] = 1.20,
["rocket-fuel"] = 1.20,
["bi-seed"] = 1.30,
["seedling"] = 1.30,
["bi-wooden-pole-big"] = 1.30,
["bi-wooden-pole-huge"] = 1.30,
["bi-wooden-fence"] = 1.30,
["bi-wood-pipe"] = 1.30,
["bi-wood-pipe-to-ground"] = 1.30,
["bi-wooden-chest-large"] = 1.30,
["bi-wooden-chest-huge"] = 1.30,
["bi-wooden-chest-giga"] = 1.30,
["bi-ash"] = 1.30,
["ash"] = 1.30,
["wood-charcoal"] = 1.25,
["cellulose-fiber"] = 1.40,
["bi-woodpulp"] = 1.40,
["solid-coke"] = 1.40,
["wood-pellets"] = 1.40,
["coal-crushed"] = 1.50,
["wood"] = 1.60,
["coal"] = 2.00,
-- Removed in 0.17.48/0.18.16
}) do
BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
end
end
-- Make vanilla and Bio boilers exchangeable
if BI.Settings.BI_Bio_Fuel then
local boiler = data.raw["boiler"]["boiler"]
local boiler_group = boiler.fast_replaceable_group or "boiler"
boiler.fast_replaceable_group = boiler_group
data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
end
if mods["Krastorio2"] then
-- 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
-- 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
-- be necessary to increase the input of ash and fertilizer in these recipes as they already
-- require more wood/wood pulp.
local update = {
"wood", "bi-woodpulp",
"bi-seed", "seedling", "water",
}
for _, recipe in pairs(data.raw.recipe) do
BioInd.writeDebug("Recipe has \"mod\" property: %s", { recipe.mod and true or false })
if recipe.mod == "Bio_Industries_2" then
krastorio.recipes.multiplyIngredients(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 results for %s: %s",
{ recipe and recipe.name or "nil", recipe and recipe.results or "nil" })
end
end
end
-- Make sure fertilizers have the "place_as_tile" property!
local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
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
-- been overwritten by some other mod, so we restore icons and localization and add
-- place_as_tile again!
local fertilizer = data.raw.item["fertilizer"]
if not fertilizer.place_as_tile then
fertilizer.place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
condition_size = 1,
condition = { layers = { water_tile = true } }
}
fertilizer.icon = ICONPATH .. "fertilizer_64.png"
fertilizer.icon_size = 64
fertilizer.icons = {
{
icon = ICONPATH .. "fertilizer_64.png",
icon_size = 64,
}
}
fertilizer.localised_name = { "BI-item-name.fertilizer" }
fertilizer.localised_description = { "BI-item-description.fertilizer" }
end
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
condition_size = 1,
condition = { layers = { water_tile = true } }
}
if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
-- 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.add_result("bi-basic-gas-processing", {
type = "item",
name = "ash",
amount = 15
})
end
-- Moved to data-updates.lua for 0.18.34/1.1.4!
--- If Space Exploration Mod is installed.
if mods["space-exploration"] then
-- Space Exploration Mod likes Stack Sizes to be 200 max.
-- Changed in 1.1.11
local tweaks = {
["bi-solar-mat"] = 400,
["bi-seed"] = 800,
["seedling"] = 400,
["bi-woodpulp"] = 800,
["bi-ash"] = 400,
["wood-charcoal"] = 400,
["pellet-coke"] = 400,
["stone-crushed"] = 400,
}
local item
for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name]
if item and item.stack_size then
item.stack_size = 200
end
end
if not mods["Natural_Evolution_Buildings"] then
local ammo_tweaks = {
["bi-dart-magazine-basic"] = 400,
["bi-dart-magazine-standard"] = 400,
["bi-dart-magazine-enhanced"] = 400,
["bi-dart-magazine-poison"] = 400,
}
local item
for tweak_name, tweak in pairs(ammo_tweaks) do
item = data.raw.ammo[tweak_name]
item.stack_size = 200
end
end
end
if BI.Settings.Bio_Cannon then
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
table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
for w, worm in pairs(data.raw.turret) do
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or { "common" }
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
end
end
------------------------------------------------------------------------------------
-- Add icons to our prototypes
BioInd.BI_add_icons()
---TESTING!
for k, v in pairs(data.raw) do
for t, p in pairs(v) do
if p.se_allow_in_space then
BioInd.writeDebug("%s (%s) can be built in space!", { p.name, t })
end
end
end

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@ -1,126 +1,125 @@
local BioInd = require('common')('Bio_Industries_2')
if not BI then BI = {} end
if not BI.Settings then BI.Settings = {} end
if not BI_Functions then BI_Functions = {} end
if not BI_Functions.lib then BI_Functions.lib = {} end
if not thxbob then thxbob = {} end
if not thxbob.lib then thxbob.lib = {} end
for var, name in pairs({
Bio_Cannon = "BI_Bio_Cannon",
BI_Bio_Fuel = "BI_Bio_Fuel",
BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens",
BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests",
BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size",
BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe",
BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree",
BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox",
BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player",
BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble",
BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot",
BI_Solar_Additions = "BI_Solar_Additions"
}) do
BI.Settings[var] = BioInd.get_startup_setting(name)
end
--- Help Files
require ("libs.item-functions") -- From Bob's Libary
require ("libs.recipe-functions") -- From Bob's Libary
require ("libs.technology-functions") -- From Bob's Libary
require ("libs.functions") -- From Bob's Libary
require ("libs.category-functions") -- From Bob's Libary
require ("libs.bi_functions") -- Functions
require ("prototypes.category")
--- Bio Farm
require ("prototypes.Bio_Farm.entities")
require ("prototypes.Bio_Farm.item")
require ("prototypes.Bio_Farm.recipe")
require ("prototypes.Bio_Farm.liquids")
require ("prototypes.Bio_Farm.recipe-categories")
require ("prototypes.Bio_Farm.pipeConnectors")
require ("prototypes.Bio_Farm.technology")
require ("prototypes.Bio_Farm.tree_entities")
-- Bio Garden
require ("prototypes.Bio_Garden.entities")
require ("prototypes.Bio_Garden.item")
require ("prototypes.Bio_Garden.recipe")
require ("prototypes.Bio_Garden.recipe-categories")
--- Bio Solar Farm
require ("prototypes.Bio_Solar_Farm.entities")
require ("prototypes.Bio_Solar_Farm.item")
require ("prototypes.Bio_Solar_Farm.recipe")
--- Wood Products
require ("prototypes.Wood_Products.entities")
require ("prototypes.Wood_Products.item")
require ("prototypes.Wood_Products.recipe")
require ("prototypes.Wood_Products.containers-entities")
require ("prototypes.Wood_Products.containers-item")
require ("prototypes.Wood_Products.containers-recipe")
if not mods["Natural_Evolution_Buildings"] then
--- Dart Turret (Bio turret)
require ("prototypes.Bio_Turret.item-group")
require ("prototypes.Bio_Turret.damage-type")
require ("prototypes.Bio_Turret.item")
require ("prototypes.Bio_Turret.recipe")
require ("prototypes.Bio_Turret.entity")
--- Bio Cannon
-- Items Groups
require ("prototypes.Bio_Cannon.item-group")
-- Cannon
require ("prototypes.Bio_Cannon.item")
require ("prototypes.Bio_Cannon.recipe")
require ("prototypes.Bio_Cannon.entity")
require ("prototypes.Bio_Cannon.technology")
-- Projectiles
require ("prototypes.Bio_Cannon.projectiles-item")
require ("prototypes.Bio_Cannon.projectiles-recipe")
require ("prototypes.Bio_Cannon.projectiles-entity")
end
---- Add Bio Fuel & Plastic, etc.
require("prototypes.Bio_Fuel.item")
require("prototypes.Bio_Fuel.recipe")
require("prototypes.Bio_Fuel.entities")
require("prototypes.Bio_Fuel.technology")
-- Create the hidden entities (Moved here so we can be sure the base
-- entities already exist and their properties can be read.)
require("prototypes.compound_entities.hidden_entities")
------------------------------------------------------------------------------------
-- 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
-- try to prioritize the tiles if they exist.
alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
table.insert(alien_biomes_priority_tiles, "bi-solar-mat")
------------------------------------------------------------------------------------
-- Add icons to our prototypes
BioInd.BI_add_icons()
local BioInd = require('common')('Bio_Industries_2')
if not BI then BI = {} end
if not BI.Settings then BI.Settings = {} end
if not BI_Functions then BI_Functions = {} end
if not BI_Functions.lib then BI_Functions.lib = {} end
if not thxbob then thxbob = {} end
if not thxbob.lib then thxbob.lib = {} end
for var, name in pairs({
Bio_Cannon = "BI_Bio_Cannon",
BI_Bio_Fuel = "BI_Bio_Fuel",
BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens",
BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests",
BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size",
BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe",
BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree",
BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox",
BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player",
BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble",
BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot",
BI_Solar_Additions = "BI_Solar_Additions"
}) do
BI.Settings[var] = BioInd.get_startup_setting(name)
end
--- Help Files
require("libs.item-functions") -- From Bob's Libary
require("libs.recipe-functions") -- From Bob's Libary
require("libs.technology-functions") -- From Bob's Libary
require("libs.functions") -- From Bob's Libary
require("libs.category-functions") -- From Bob's Libary
require("libs.bi_functions") -- Functions
require("prototypes.category")
--- Bio Farm
require("prototypes.Bio_Farm.entities")
require("prototypes.Bio_Farm.item")
require("prototypes.Bio_Farm.recipe")
require("prototypes.Bio_Farm.liquids")
require("prototypes.Bio_Farm.recipe-categories")
require("prototypes.Bio_Farm.pipeConnectors")
require("prototypes.Bio_Farm.technology")
require("prototypes.Bio_Farm.tree_entities")
-- Bio Garden
require("prototypes.Bio_Garden.entities")
require("prototypes.Bio_Garden.item")
require("prototypes.Bio_Garden.recipe")
require("prototypes.Bio_Garden.recipe-categories")
--- Bio Solar Farm
require("prototypes.Bio_Solar_Farm.entities")
require("prototypes.Bio_Solar_Farm.item")
require("prototypes.Bio_Solar_Farm.recipe")
--- Wood Products
require("prototypes.Wood_Products.entities")
require("prototypes.Wood_Products.item")
require("prototypes.Wood_Products.recipe")
require("prototypes.Wood_Products.containers-entities")
require("prototypes.Wood_Products.containers-item")
require("prototypes.Wood_Products.containers-recipe")
if not mods["Natural_Evolution_Buildings"] then
--- Dart Turret (Bio turret)
require("prototypes.Bio_Turret.item-group")
require("prototypes.Bio_Turret.damage-type")
require("prototypes.Bio_Turret.item")
require("prototypes.Bio_Turret.recipe")
require("prototypes.Bio_Turret.entity")
--- Bio Cannon
-- Items Groups
require("prototypes.Bio_Cannon.item-group")
-- Cannon
require("prototypes.Bio_Cannon.item")
require("prototypes.Bio_Cannon.recipe")
require("prototypes.Bio_Cannon.entity")
require("prototypes.Bio_Cannon.technology")
-- Projectiles
require("prototypes.Bio_Cannon.projectiles-item")
require("prototypes.Bio_Cannon.projectiles-recipe")
require("prototypes.Bio_Cannon.projectiles-entity")
end
---- Add Bio Fuel & Plastic, etc.
require("prototypes.Bio_Fuel.item")
require("prototypes.Bio_Fuel.recipe")
require("prototypes.Bio_Fuel.entities")
require("prototypes.Bio_Fuel.technology")
-- Create the hidden entities (Moved here so we can be sure the base
-- entities already exist and their properties can be read.)
require("prototypes.compound_entities.hidden_entities")
------------------------------------------------------------------------------------
-- 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
-- try to prioritize the tiles if they exist.
alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
table.insert(alien_biomes_priority_tiles, "bi-solar-mat")
------------------------------------------------------------------------------------
-- Add icons to our prototypes
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",
"version": "2.0.1",
"factorio_version": "2.0",
"title": "Bio Industries",
"author": "cackling fiend",
"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.",
"dependencies": [
"base >= 2.0.55",
"kry_stdlib >= 2.0.6",
"? alien-biomes",
"? Krastorio2",
"(?) angelspetrochem",
"(?) Transport_Drones",
"(?) Natural_Evolution_Buildings",
"(?) Natural_Evolution_Enemies",
"!space-age"
]
}
{
"name": "Bio_Industries_2",
"version": "2.0.1",
"factorio_version": "2.0",
"title": "Bio Industries",
"author": "cackling fiend",
"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.",
"dependencies": [
"base >= 2.0.55",
"? space-age",
"kry_stdlib >= 2.0.6",
"? alien-biomes",
"? Krastorio2",
"(?) angelspetrochem",
"(?) Transport_Drones",
"(?) Natural_Evolution_Buildings",
"(?) Natural_Evolution_Enemies"
]
}

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

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@ -1,117 +1,117 @@
local BioInd = require('common')('Bio_Industries_2')
if not thxbob.lib.machine then thxbob.lib.machine = {} end
function thxbob.lib.machine.has_category(machine, category_in)
local hasit = false
if machine and machine.crafting_categories then
for i, category in pairs(machine.crafting_categories) do
if category == category_in then
hasit = true
end
end
end
return hasit
end
function thxbob.lib.machine.add_category(machine, category)
if machine and data.raw["recipe-category"][category] then
if not machine.crafting_categories then
machine.crafting_categories = {category}
elseif not thxbob.lib.machine.has_category(machine, category) then
table.insert(machine.crafting_categories, category)
end
else
if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category})
end
end
end
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 thxbob.lib.machine.has_category(machine, category) then
thxbob.lib.machine.add_category(machine, category_to_add)
end
else
if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category})
end
if not data.raw["recipe-category"][category_to_add] then
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
end
end
end
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
for i, machine in pairs(data.raw[machine_type]) do
thxbob.lib.machine.if_add_category(machine, category, category_to_add)
end
else
if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category})
end
if not data.raw["recipe-category"][category_to_add] then
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
end
end
end
function thxbob.lib.machine.has_resource_category(machine, category_in)
local hasit = false
if machine and machine.resource_categories then
for i, category in pairs(machine.resource_categories) do
if category == category_in then
hasit = true
end
end
end
return hasit
end
function thxbob.lib.machine.add_resource_category(machine, category)
if machine and data.raw["resource-category"][category] then
if not machine.resource_categories then
machine.resource_categories = {category}
elseif not thxbob.lib.machine.has_resource_category(machine, category) then
table.insert(machine.resource_categories, category)
end
else
if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category})
end
end
end
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 thxbob.lib.machine.has_resource_category(machine, category) then
thxbob.lib.machine.add_resource_category(machine, category_to_add)
end
else
if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category})
end
if not data.raw["resource-category"][category_to_add] then
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
end
end
end
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
for i, machine in pairs(data.raw[machine_type]) do
thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
end
else
if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category})
end
if not data.raw["resource-category"][category_to_add] then
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
end
end
end
local BioInd = require('common')('Bio_Industries_2')
if not thxbob.lib.machine then thxbob.lib.machine = {} end
function thxbob.lib.machine.has_category(machine, category_in)
local hasit = false
if machine and machine.crafting_categories then
for i, category in pairs(machine.crafting_categories) do
if category == category_in then
hasit = true
end
end
end
return hasit
end
function thxbob.lib.machine.add_category(machine, category)
if machine and data.raw["recipe-category"][category] then
if not machine.crafting_categories then
machine.crafting_categories = {category}
elseif not thxbob.lib.machine.has_category(machine, category) then
table.insert(machine.crafting_categories, category)
end
else
if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category})
end
end
end
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 thxbob.lib.machine.has_category(machine, category) then
thxbob.lib.machine.add_category(machine, category_to_add)
end
else
if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category})
end
if not data.raw["recipe-category"][category_to_add] then
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
end
end
end
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
for i, machine in pairs(data.raw[machine_type]) do
thxbob.lib.machine.if_add_category(machine, category, category_to_add)
end
else
if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category})
end
if not data.raw["recipe-category"][category_to_add] then
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
end
end
end
function thxbob.lib.machine.has_resource_category(machine, category_in)
local hasit = false
if machine and machine.resource_categories then
for i, category in pairs(machine.resource_categories) do
if category == category_in then
hasit = true
end
end
end
return hasit
end
function thxbob.lib.machine.add_resource_category(machine, category)
if machine and data.raw["resource-category"][category] then
if not machine.resource_categories then
machine.resource_categories = {category}
elseif not thxbob.lib.machine.has_resource_category(machine, category) then
table.insert(machine.resource_categories, category)
end
else
if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category})
end
end
end
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 thxbob.lib.machine.has_resource_category(machine, category) then
thxbob.lib.machine.add_resource_category(machine, category_to_add)
end
else
if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category})
end
if not data.raw["resource-category"][category_to_add] then
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
end
end
end
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
for i, machine in pairs(data.raw[machine_type]) do
thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
end
else
if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category})
end
if not data.raw["resource-category"][category_to_add] then
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
end
end
end

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

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

View file

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

View file

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

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

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@ -1,51 +1,51 @@
[entity-description]
## Produktion
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-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.
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-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__.
## Energieversorgung
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-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-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!)
## 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-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
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-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
rail-remnants-wood-bridge=Überreste einer hölzernen Eisenbahnbrücke
rail-remnants-wood=Überreste hölzerner Schienen
## Diverse Holzprodukte
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-wooden-chest-giga=Eine RIESIGE Holzkiste
bi-wooden-chest-huge=Eine sehr große 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-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-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
## 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.
[entity-description]
## Produktion
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-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.
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-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__.
## Energieversorgung
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-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-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!)
## 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-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
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-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
rail-remnants-wood-bridge=Überreste einer hölzernen Eisenbahnbrücke
rail-remnants-wood=Überreste hölzerner Schienen
## Diverse Holzprodukte
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-wooden-chest-giga=Eine RIESIGE Holzkiste
bi-wooden-chest-huge=Eine sehr große 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-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-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
## 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.

View file

@ -1,52 +1,52 @@
[entity-name]
## Produktion
bi-arboretum=Terraformer
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
bi-bio-farm=Bio-Baumschule
bi-bio-garden=Bio-Garten
bi-bio-garden-large=Großer __ENTITY__bi-bio-garden__
bi-bio-garden-huge=Riesiger __ENTITY__bi-bio-garden__
bi-bio-greenhouse=Bio-Gewächshaus
seedling=Setzling
bi-bio-reactor=Bio-Reaktor
bi-cokery=Kokerei
bi-stone-crusher=Steinbrecher
## Energieversorgung
bi-bio-accumulator=Großer Akkumulator
bi-bio-boiler=Bio-Heizkessel
bi-bio-solar-farm=Bio-Solarpark
bi-large-substation=Großes Umspannwerk
bi-solar-boiler=Solarbetriebener Heizkessel
bi-solar-mat=Musk-Panel
## Waffen
bi-bio-cannon=Artillerie-Geschützturm (Prototyp)
bi-dart-turret=Pfeil-Geschützturm
## Schienen
bi-power-to-rail-pole=Anschluss für Stromschienen
bi-rail-power=Stromschienen
bi-rail-wood-bridge=Hölzerne Eisenbahnbrücke
bi-rail-wood=Hölzerne Schienen
rail-remnants-wood-bridge=Zerstörte hölzerne Eisenbahnbrücke
rail-remnants-wood=Zerstörte hölzerne Schienen
## Diverse Holzprodukte
bi-wood-pipe-to-ground=Unterirdisches Holzrohr
bi-wood-pipe=Holzrohr
bi-wooden-chest-giga=RIESIGE Holzkiste
bi-wooden-chest-huge=Große Holzkiste
bi-wooden-chest-large=Mittelgroße Holzkiste
bi-wooden-fence=Hölzerne Palisaden
bi-wooden-pole-big=Großer Strommast aus Holz
bi-wooden-pole-bigger=Größerer Strommast aus Holz
bi-wooden-pole-huge=Riesiger Strommast aus Holz
#~ Just another name for the vanilla wood-chest
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
bi-wooden-chest=Kleine Holzkiste
[entity-name]
## Produktion
bi-arboretum=Terraformer
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
bi-bio-farm=Bio-Baumschule
bi-bio-garden=Bio-Garten
bi-bio-garden-large=Großer __ENTITY__bi-bio-garden__
bi-bio-garden-huge=Riesiger __ENTITY__bi-bio-garden__
bi-bio-greenhouse=Bio-Gewächshaus
seedling=Setzling
bi-bio-reactor=Bio-Reaktor
bi-cokery=Kokerei
bi-stone-crusher=Steinbrecher
## Energieversorgung
bi-bio-accumulator=Großer Akkumulator
bi-bio-boiler=Bio-Heizkessel
bi-bio-solar-farm=Bio-Solarpark
bi-large-substation=Großes Umspannwerk
bi-solar-boiler=Solarbetriebener Heizkessel
bi-solar-mat=Musk-Panel
## Waffen
bi-bio-cannon=Artillerie-Geschützturm (Prototyp)
bi-dart-turret=Pfeil-Geschützturm
## Schienen
bi-power-to-rail-pole=Anschluss für Stromschienen
bi-rail-power=Stromschienen
bi-rail-wood-bridge=Hölzerne Eisenbahnbrücke
bi-rail-wood=Hölzerne Schienen
rail-remnants-wood-bridge=Zerstörte hölzerne Eisenbahnbrücke
rail-remnants-wood=Zerstörte hölzerne Schienen
## Diverse Holzprodukte
bi-wood-pipe-to-ground=Unterirdisches Holzrohr
bi-wood-pipe=Holzrohr
bi-wooden-chest-giga=RIESIGE Holzkiste
bi-wooden-chest-huge=Große Holzkiste
bi-wooden-chest-large=Mittelgroße Holzkiste
bi-wooden-fence=Hölzerne Palisaden
bi-wooden-pole-big=Großer Strommast aus Holz
bi-wooden-pole-bigger=Größerer Strommast aus Holz
bi-wooden-pole-huge=Riesiger Strommast aus Holz
#~ Just another name for the vanilla wood-chest
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
bi-wooden-chest=Kleine Holzkiste

View file

@ -1,55 +1,55 @@
[BI-item-description]
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
# so we hard-code its content here.
#~ 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.
[item-description]
## Produktion
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.
bi-purified-air=Saubere, unverschmutzte Luft!
bi-arboretum-r1=Pflanzt Bäume im Umkreis des Terraformers
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-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-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-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__.
## Waffen
bi-bio-cannon-basic-ammo=Raketenbetrieben, geringer physischer Schaden
bi-bio-cannon-biological-ammo=Raketenbetrieben, hoher biologischer Schaden
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-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-poison=__ITEM__bi-dart-magazine-enhanced__ — mit Gift!
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.
## Rohstoffe
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-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!
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!
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.
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=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
sand=__ITEM__sand__
[BI-item-description]
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
# so we hard-code its content here.
#~ 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.
[item-description]
## Produktion
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.
bi-purified-air=Saubere, unverschmutzte Luft!
bi-arboretum-r1=Pflanzt Bäume im Umkreis des Terraformers
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-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-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-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__.
## Waffen
bi-bio-cannon-basic-ammo=Raketenbetrieben, geringer physischer Schaden
bi-bio-cannon-biological-ammo=Raketenbetrieben, hoher biologischer Schaden
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-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-poison=__ITEM__bi-dart-magazine-enhanced__ — mit Gift!
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.
## Rohstoffe
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-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!
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!
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.
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=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
sand=__ITEM__sand__

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@ -1,56 +1,56 @@
[BI-item-name]
fertilizer=Düngemittel 08/15
[item-name]
## Produktion
bi-adv-fertilizer=BI-Super-Dünger(™)
fertilizer=Düngemittel 08/15
bi-purified-air=Aufbereitete Luft
bi-arboretum-r1=Bäume pflanzen
bi-arboretum-r2=Geländeveränderung (einfach)
bi-arboretum-r3=Geländeveränderung (verbessert)
bi-arboretum-r4=Gelände verändern & Bäume pflanzen (einfach)
bi-arboretum-r5=Gelände verändern & Bäume pflanzen (verbessert)
bi-seed-bomb-advanced=Saatgutbombe mit __ITEM__bi-adv-fertilizer__
bi-seed-bomb-basic=Saatgutbombe
bi-seed-bomb-standard=Saatgutbombe mit __ITEM__fertilizer__
bi-seed=Saatgut
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Biomasse
liquid-air=Flüssigluft
nitrogen=Nitrogen
## Waffen
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-poison-ammo=Munition für frühe Artillerie-Geschütztürme (Gift)
bi-bio-cannon-proto-ammo=Munition für frühe Artillerie-Geschütztürme (normal)
bi-dart-magazine-basic=Einfache Pfeile
bi-dart-magazine-enhanced=Verbesserte Pfeile
bi-dart-magazine-poison=Giftpfeile
bi-dart-magazine-standard=Normale Pfeile
bi-dart-rifle=Pfeilschussgewehr
## Rohstoffe
bi-ash=Asche
bi-cellulose=Zellulose
bi-woodpulp=Holzfasern
pellet-coke=Pellet-Koks
resin=Harz
stone-crushed=Schotter
wood-bricks=Holzziegel
wood-charcoal=Holzkohle
## Unterstützung für andere Mods
sand=Sand
slag=Schlacke
## Industrial Revolution
gravel=Schotter
[BI-item-name]
fertilizer=Düngemittel 08/15
[item-name]
## Produktion
bi-adv-fertilizer=BI-Super-Dünger(™)
fertilizer=Düngemittel 08/15
bi-purified-air=Aufbereitete Luft
bi-arboretum-r1=Bäume pflanzen
bi-arboretum-r2=Geländeveränderung (einfach)
bi-arboretum-r3=Geländeveränderung (verbessert)
bi-arboretum-r4=Gelände verändern & Bäume pflanzen (einfach)
bi-arboretum-r5=Gelände verändern & Bäume pflanzen (verbessert)
bi-seed-bomb-advanced=Saatgutbombe mit __ITEM__bi-adv-fertilizer__
bi-seed-bomb-basic=Saatgutbombe
bi-seed-bomb-standard=Saatgutbombe mit __ITEM__fertilizer__
bi-seed=Saatgut
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Biomasse
liquid-air=Flüssigluft
nitrogen=Nitrogen
## Waffen
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-poison-ammo=Munition für frühe Artillerie-Geschütztürme (Gift)
bi-bio-cannon-proto-ammo=Munition für frühe Artillerie-Geschütztürme (normal)
bi-dart-magazine-basic=Einfache Pfeile
bi-dart-magazine-enhanced=Verbesserte Pfeile
bi-dart-magazine-poison=Giftpfeile
bi-dart-magazine-standard=Normale Pfeile
bi-dart-rifle=Pfeilschussgewehr
## Rohstoffe
bi-ash=Asche
bi-cellulose=Zellulose
bi-woodpulp=Holzfasern
pellet-coke=Pellet-Koks
resin=Harz
stone-crushed=Schotter
wood-bricks=Holzziegel
wood-charcoal=Holzkohle
## Unterstützung für andere Mods
sand=Sand
slag=Schlacke
## Industrial Revolution
gravel=Schotter

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@ -1,48 +1,48 @@
[fluid-name]
##~ bi-biomass=Algen-Biomasse
#~ bi-biomass=Biomasse
bi-biomass=__ITEM__bi-biomass__
#~ Obsolete?
bi-ground-water=Wasser
liquid-air=Flüssigluft
nitrogen=Stickstoff
water-saline=Salzwasser
# Added for 0.18.32/1.1.
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.
[fluid-description]
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!
[tile-name]
bi-solar-mat=Musk-Boden
bi-wood-floor=Holzboden
[item-group-name]
bio-industries=Bio-Industries
[ammo-category-name]
Bio_Cannon_Ammo=Munition für frühe Artillerie-Geschütztürme
Bio_Turret_Ammo=Munition für Pfeil-Geschütztürme
[damage-type-name]
Biological=Biologisch
bob-pierce=Pierce
[modifier-description]
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_Turret_Ammo-damage-bonus=Pfeil-Schaden: +__1__
Bio_Turret_Ammo-shooting-speed-bonus=Pfeil-Feuerrate: +__1__
bi-dart-turret-attack-bonus=Pfeil-Geschützturm, Schaden: +__1__
bi-dart-turret-damage-bonus=Dart-Turm-Schadensbonus, zusätzlicher Schaden: +__1__
[bi-misc]
growing-tree=Wachsender Baum
growing-tree-desc=Dieser __ENTITY__seedling__ wird zu einem großen Baum heranwachsen.
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!
[fluid-name]
##~ bi-biomass=Algen-Biomasse
#~ bi-biomass=Biomasse
bi-biomass=__ITEM__bi-biomass__
#~ Obsolete?
bi-ground-water=Wasser
liquid-air=Flüssigluft
nitrogen=Stickstoff
water-saline=Salzwasser
# Added for 0.18.32/1.1.
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.
[fluid-description]
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!
[tile-name]
bi-solar-mat=Musk-Boden
bi-wood-floor=Holzboden
[item-group-name]
bio-industries=Bio-Industries
[ammo-category-name]
Bio_Cannon_Ammo=Munition für frühe Artillerie-Geschütztürme
Bio_Turret_Ammo=Munition für Pfeil-Geschütztürme
[damage-type-name]
Biological=Biologisch
bob-pierce=Pierce
[modifier-description]
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_Turret_Ammo-damage-bonus=Pfeil-Schaden: +__1__
Bio_Turret_Ammo-shooting-speed-bonus=Pfeil-Feuerrate: +__1__
bi-dart-turret-attack-bonus=Pfeil-Geschützturm, Schaden: +__1__
bi-dart-turret-damage-bonus=Dart-Turm-Schadensbonus, zusätzlicher Schaden: +__1__
[bi-misc]
growing-tree=Wachsender Baum
growing-tree-desc=Dieser __ENTITY__seedling__ wird zu einem großen Baum heranwachsen.
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!

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@ -1,52 +1,52 @@
#~ translation into German by Tobilike
# No liability or damage, correctness or completeness of this text is assumed by the author.
# License: MIT https://opensource.org/licenses/MIT
[mod-name]
Bio_Industries=Bio Industries
[mod-setting-name]
BI_Bio_Cannon=Aktivieren: Artillerie-Geschützturm (Prototyp)
BI_Bio_Fuel=Aktivieren: Bio-Kraftstoffe
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Aktivieren: __ENTITY__bi-bio-garden__ vereinfacht
# Added for 1.1.8
BI_Bigger_Wooden_Chests=Aktivieren: Größere Holzkisten
BI_Enable_gvv_support=Mod-Kompatibilität: Lua API global Variable Viewer (gvv)
BI_Game_Tweaks_Bot=Spielanpassungen: Roboter
BI_Game_Tweaks_Disassemble=Spielanpassungen: Demontage
BI_Game_Tweaks_Emissions_Multiplier=Spielanpassungen: Faktor für Treibstoffemissionen
BI_Game_Tweaks_Player=Spielanpassungen: Spieler
BI_Game_Tweaks_Production_Science=Spielanpassungen: __ITEM__production-science-pack__ (alternativer Bauplan)
BI_Game_Tweaks_Recipe=Spielanpassungen: Rezepte
BI_Game_Tweaks_Small_Tree_Collisionbox=Spielanpassungen: Kleinere Kollisionsboxen für Bäume
BI_Game_Tweaks_Stack_Size=Spielanpassungen: Stapelgröße
BI_Game_Tweaks_Tree=Spielanpassungen: Holzertrag/Baum
#~ 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_Solar_Additions=Aktivieren: Erweiterungen für Solarenergie
[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_Fuel=Ermöglicht die Herstellung von Erdölprodukten aus __ITEM__bi-biomass__\n(Standard: an)
# 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)
# 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_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_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_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_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_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:\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_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_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 __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__\n(Standard: an)
#~ translation into German by Tobilike
# No liability or damage, correctness or completeness of this text is assumed by the author.
# License: MIT https://opensource.org/licenses/MIT
[mod-name]
Bio_Industries=Bio Industries
[mod-setting-name]
BI_Bio_Cannon=Aktivieren: Artillerie-Geschützturm (Prototyp)
BI_Bio_Fuel=Aktivieren: Bio-Kraftstoffe
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Aktivieren: __ENTITY__bi-bio-garden__ vereinfacht
# Added for 1.1.8
BI_Bigger_Wooden_Chests=Aktivieren: Größere Holzkisten
BI_Enable_gvv_support=Mod-Kompatibilität: Lua API global Variable Viewer (gvv)
BI_Game_Tweaks_Bot=Spielanpassungen: Roboter
BI_Game_Tweaks_Disassemble=Spielanpassungen: Demontage
BI_Game_Tweaks_Emissions_Multiplier=Spielanpassungen: Faktor für Treibstoffemissionen
BI_Game_Tweaks_Player=Spielanpassungen: Spieler
BI_Game_Tweaks_Production_Science=Spielanpassungen: __ITEM__production-science-pack__ (alternativer Bauplan)
BI_Game_Tweaks_Recipe=Spielanpassungen: Rezepte
BI_Game_Tweaks_Small_Tree_Collisionbox=Spielanpassungen: Kleinere Kollisionsboxen für Bäume
BI_Game_Tweaks_Stack_Size=Spielanpassungen: Stapelgröße
BI_Game_Tweaks_Tree=Spielanpassungen: Holzertrag/Baum
#~ 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_Solar_Additions=Aktivieren: Erweiterungen für Solarenergie
[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_Fuel=Ermöglicht die Herstellung von Erdölprodukten aus __ITEM__bi-biomass__\n(Standard: an)
# 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)
# 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_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_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_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_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_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:\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_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_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 __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__\n(Standard: an)

View file

@ -1,137 +1,137 @@
[recipe-description]
## Produktion
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-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
# Added for 0.18.32/1.1.2
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-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-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-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-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-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-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 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-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-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-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-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__fertilizer__ vorbei!
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-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-4=Hier wird __ITEM__bi-adv-fertilizer__ eingesetzt. Sagt das nicht schon alles?
## Ressourcen
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-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-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-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-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-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-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-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-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-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-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-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-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-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-nitrogen=Stickstoff ist zur Herstellung von __ITEM__fertilizer__ nötig.
bi-sulfur=Bio-__ITEM__sulfur__ — so natürlich, so schwefelig!
bi-plastic-1=Aus __ITEM__wood__ gemachte __ITEM__plastic-bar__
bi-plastic-2=Aus __ITEM__bi-cellulose__ gemachte __ITEM__plastic-bar__
## Demontage
bi-disassemble-recipes=Einen Teil der Materialien kannst du wiederverwenden.
## Unterstützung für andere Mods
## angelsrefining
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
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__ — natürlich schwefelig!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ können __ITEM__stone-crushed__ zu __ITEM__sand__ zermahlen.
## Industrial Revolution
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-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-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.
#~ Really?
#~ 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-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 __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-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=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
bi-wooden-chest-huge=Eine sehr große 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-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-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
[recipe-description]
## Produktion
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-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
# Added for 0.18.32/1.1.2
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-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-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-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-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-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-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 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-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-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-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-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__fertilizer__ vorbei!
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-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-4=Hier wird __ITEM__bi-adv-fertilizer__ eingesetzt. Sagt das nicht schon alles?
## Ressourcen
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-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-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-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-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-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-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-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-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-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-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-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-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-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-nitrogen=Stickstoff ist zur Herstellung von __ITEM__fertilizer__ nötig.
bi-sulfur=Bio-__ITEM__sulfur__ — so natürlich, so schwefelig!
bi-plastic-1=Aus __ITEM__wood__ gemachte __ITEM__plastic-bar__
bi-plastic-2=Aus __ITEM__bi-cellulose__ gemachte __ITEM__plastic-bar__
## Demontage
bi-disassemble-recipes=Einen Teil der Materialien kannst du wiederverwenden.
## Unterstützung für andere Mods
## angelsrefining
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
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__ — natürlich schwefelig!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ können __ITEM__stone-crushed__ zu __ITEM__sand__ zermahlen.
## Industrial Revolution
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-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-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.
#~ Really?
#~ 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-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 __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-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=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
bi-wooden-chest-huge=Eine sehr große 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-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-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

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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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[recipe-name]
## Produktion
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ (__ITEM__alien-artifact__)
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
bi-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
bi-arboretum-r1=Bäume pflanzen
bi-arboretum-r2=Gelände mit __ITEM__fertilizer__ verändern
bi-arboretum-r3=Gelände mit __ITEM__bi-adv-fertilizer__ verändern
bi-arboretum-r4=Gelände mit __ITEM__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-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
bi-battery=Bio-Batterie
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
bi-biomass-2=Vermehrung von Biomasse
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-2=Bio-Umwandlung von Brennstoffen 2: Flüssiggas
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
bi-seed-1=Produktion von __ITEM__bi-seed__
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-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-basic=__ITEM__bi-seed-bomb-basic__
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ mit __ITEM__fertilizer__
bi-seedling-1=Produktion von Setzlingen
bi-seedling-2=Produktion von Setzlingen mittels __ITEM__bi-ash__
bi-seedling-3=Produktion von Setzlingen mittels __ITEM__fertilizer__
bi-seedling-4=Superproduktion von Setzlingen mittels __ITEM__bi-adv-fertilizer__
bi-logs-1=Produktion von __ITEM__wood__
bi-logs-2=Produktion von __ITEM__wood__ mittels __ITEM__bi-ash__
bi-logs-3=Produktion von __ITEM__wood__ mittels __ITEM__fertilizer__
bi-logs-4=Superproduktion von __ITEM__wood__ mittels __ITEM__bi-adv-fertilizer__
## Ressourcen
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__
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__n
bi-wood-fuel-brick=__ITEM__wood-bricks__
bi-crushed-stone-1=__ITEM__stone-crushed__
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-stone-brick=Bio-__ITEM__stone-brick__
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-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
bi-woodpulp=__ITEM__bi-woodpulp__ aus __ITEM__wood__
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
bi-acid=Schwefelsäure aus organischem Material
bi-liquid-air=Flüssigluft
bi-nitrogen=Stickstoff
bi-sulfur=Bio-__ITEM__sulfur__
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
## Demontage
bi-burner-inserter-disassemble=Demontage: __ENTITY__burner-inserter__
bi-burner-mining-drill-disassemble=Demontage: __ENTITY__burner-mining-drill__
bi-long-handed-inserter-disassemble=Demontage: __ENTITY__long-handed-inserter__
bi-steel-furnace-disassemble=Demontage: __ENTITY__steel-furnace__
bi-stone-furnace-disassemble=Demontage: __ENTITY__stone-furnace__
## Unterstützung für andere Mods
## angelsrefining
bi-mineralized-sulfuric-waste=Mineralisiertes Wasser
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ aus __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Pressholz
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__
bi-crushed-stone-2_IR=__ITEM__gravel__ aus __ITEM__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-5_IR=__ITEM__gravel__ aus __ITEM__refined-hazard-concrete__
[recipe-name]
## Produktion
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ (__ITEM__alien-artifact__)
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
bi-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
bi-arboretum-r1=Bäume pflanzen
bi-arboretum-r2=Gelände mit __ITEM__fertilizer__ verändern
bi-arboretum-r3=Gelände mit __ITEM__bi-adv-fertilizer__ verändern
bi-arboretum-r4=Gelände mit __ITEM__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-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
bi-battery=Bio-Batterie
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
bi-biomass-2=Vermehrung von Biomasse
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-2=Bio-Umwandlung von Brennstoffen 2: Flüssiggas
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
bi-seed-1=Produktion von __ITEM__bi-seed__
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-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-basic=__ITEM__bi-seed-bomb-basic__
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ mit __ITEM__fertilizer__
bi-seedling-1=Produktion von Setzlingen
bi-seedling-2=Produktion von Setzlingen mittels __ITEM__bi-ash__
bi-seedling-3=Produktion von Setzlingen mittels __ITEM__fertilizer__
bi-seedling-4=Superproduktion von Setzlingen mittels __ITEM__bi-adv-fertilizer__
bi-logs-1=Produktion von __ITEM__wood__
bi-logs-2=Produktion von __ITEM__wood__ mittels __ITEM__bi-ash__
bi-logs-3=Produktion von __ITEM__wood__ mittels __ITEM__fertilizer__
bi-logs-4=Superproduktion von __ITEM__wood__ mittels __ITEM__bi-adv-fertilizer__
## Ressourcen
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__
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__n
bi-wood-fuel-brick=__ITEM__wood-bricks__
bi-crushed-stone-1=__ITEM__stone-crushed__
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-stone-brick=Bio-__ITEM__stone-brick__
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-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
bi-woodpulp=__ITEM__bi-woodpulp__ aus __ITEM__wood__
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
bi-acid=Schwefelsäure aus organischem Material
bi-liquid-air=Flüssigluft
bi-nitrogen=Stickstoff
bi-sulfur=Bio-__ITEM__sulfur__
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
## Demontage
bi-burner-inserter-disassemble=Demontage: __ENTITY__burner-inserter__
bi-burner-mining-drill-disassemble=Demontage: __ENTITY__burner-mining-drill__
bi-long-handed-inserter-disassemble=Demontage: __ENTITY__long-handed-inserter__
bi-steel-furnace-disassemble=Demontage: __ENTITY__steel-furnace__
bi-stone-furnace-disassemble=Demontage: __ENTITY__stone-furnace__
## Unterstützung für andere Mods
## angelsrefining
bi-mineralized-sulfuric-waste=Mineralisiertes Wasser
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ aus __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Pressholz
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__
bi-crushed-stone-2_IR=__ITEM__gravel__ aus __ITEM__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-5_IR=__ITEM__gravel__ aus __ITEM__refined-hazard-concrete__

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[technology-name]
bi-tech-advanced-biotechnology=Fortgeschrittene Biotechnologie
bi-tech-bio-cannon=Artillerie-Geschützturm (Prototyp)
bi-tech-bio-farming=Bio-Baumschule
bi-tech-coal-processing-1=Kohleverarbeitung 1
bi-tech-coal-processing-2=Kohleverarbeitung 2
bi-tech-coal-processing-3=Kohleverarbeitung 3
bi-tech-fertilizer=Düngemittel
bi-tech-organic-plastic=Organischer Kunststoff
[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-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-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-3=Selbst Kohle kann man noch veredeln!
bi-tech-fertilizer=Mit __ITEM__fertilizer__ erzielst du höhere Erträge!
bi-tech-organic-plastic=Mittels hochentwickelter Technologien lassen sich Kunststoffe aus organischen Materialien herstellen.
[technology-name]
bi-tech-advanced-biotechnology=Fortgeschrittene Biotechnologie
bi-tech-bio-cannon=Artillerie-Geschützturm (Prototyp)
bi-tech-bio-farming=Bio-Baumschule
bi-tech-coal-processing-1=Kohleverarbeitung 1
bi-tech-coal-processing-2=Kohleverarbeitung 2
bi-tech-coal-processing-3=Kohleverarbeitung 3
bi-tech-fertilizer=Düngemittel
bi-tech-organic-plastic=Organischer Kunststoff
[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-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-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-3=Selbst Kohle kann man noch veredeln!
bi-tech-fertilizer=Mit __ITEM__fertilizer__ erzielst du höhere Erträge!
bi-tech-organic-plastic=Mittels hochentwickelter Technologien lassen sich Kunststoffe aus organischen Materialien herstellen.

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[entity-description]
## Production
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-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!
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-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.
## Power
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-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-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!)
## Weaponry
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.
## 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-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=Wooden rails
rail-remnants-wood-bridge=Remnants of a wooden bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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-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 __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-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__.
## 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__.
[entity-description]
## Production
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-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!
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-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.
## Power
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-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-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!)
## Weaponry
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.
## 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-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=Wooden rails
rail-remnants-wood-bridge=Remnants of a wooden bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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-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 __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-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__.
## 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__.

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[entity-name]
## Production
bi-arboretum=Terraformer
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
bi-bio-farm=Bio farm
bi-bio-garden=Bio garden
bi-bio-garden-large=Large bio garden
bi-bio-garden-huge=Huge bio garden
bi-bio-greenhouse=Bio nursery
seedling=Sapling
bi-bio-reactor=Bio-reactor
bi-cokery=Cokery
bi-stone-crusher=Stone crusher
## Power
bi-bio-accumulator=Huge accumulator
bi-bio-boiler=Bio-boiler
bi-bio-solar-farm=Solar farm
bi-large-substation=Huge substation
bi-solar-boiler=Solar power plant & boiler
bi-solar-mat=Musk floor
## Weaponry
bi-bio-cannon=Prototype artillery
bi-dart-turret=Dart turret
## Rail stuff
bi-power-to-rail-pole=Powered rails connector
bi-rail-power=Powered rails
bi-rail-wood-bridge=Wooden rail bridge
bi-rail-wood=Wooden rails
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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-bigger=Bigger wooden pole
bi-wooden-pole-huge=Huge wooden pole
#~ Just another name for the vanilla wood-chest
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
bi-wooden-chest=Small wooden chest
[entity-name]
## Production
bi-arboretum=Terraformer
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
bi-bio-farm=Bio farm
bi-bio-garden=Bio garden
bi-bio-garden-large=Large bio garden
bi-bio-garden-huge=Huge bio garden
bi-bio-greenhouse=Bio nursery
seedling=Sapling
bi-bio-reactor=Bio-reactor
bi-cokery=Cokery
bi-stone-crusher=Stone crusher
## Power
bi-bio-accumulator=Huge accumulator
bi-bio-boiler=Bio-boiler
bi-bio-solar-farm=Solar farm
bi-large-substation=Huge substation
bi-solar-boiler=Solar power plant & boiler
bi-solar-mat=Musk floor
## Weaponry
bi-bio-cannon=Prototype artillery
bi-dart-turret=Dart turret
## Rail stuff
bi-power-to-rail-pole=Powered rails connector
bi-rail-power=Powered rails
bi-rail-wood-bridge=Wooden rail bridge
bi-rail-wood=Wooden rails
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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-bigger=Bigger wooden pole
bi-wooden-pole-huge=Huge wooden pole
#~ Just another name for the vanilla wood-chest
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
bi-wooden-chest=Small wooden chest

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@ -1,56 +1,56 @@
[BI-item-description]
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
# so we hard-code its content here.
#~ 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.
[item-description]
## 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! :-)
fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
bi-purified-air=Clean air, pollution removed!
bi-arboretum-r1=Plant trees 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-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-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-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__.
## Weaponry
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-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-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-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-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
## Resources
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-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!
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!
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.
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=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
#~ sand=__ITEM__sand__
sand =
[BI-item-description]
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
# so we hard-code its content here.
#~ 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.
[item-description]
## 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! :-)
fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
bi-purified-air=Clean air, pollution removed!
bi-arboretum-r1=Plant trees 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-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-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-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__.
## Weaponry
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-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-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-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-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
## Resources
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-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!
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!
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.
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=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
#~ sand=__ITEM__sand__
sand =

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@ -1,54 +1,54 @@
[BI-item-name]
fertilizer=Common fertilizer
[item-name]
## Production
bi-adv-fertilizer=BI-Super-Fertilizer(™)
#~ fertilizer=Fertilizer "Run of ye olde mill"(™)
fertilizer=Common fertilizer
bi-purified-air=Purified air
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-seed-bomb-advanced=Advanced seed bomb
bi-seed-bomb-basic=Basic seed bomb
bi-seed-bomb-standard=Standard seed bomb
bi-seed=Tree seed
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Algae biomass
bi-liquid-air=Liquid air
nitrogen=Nitrogen
## Weaponry
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-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
## Resources
bi-ash=Ash
bi-cellulose=Cellulose
bi-woodpulp=Wood pulp
pellet-coke=Pellet coke
resin=Resin
stone-crushed=Crushed stone
wood-bricks=Wood bricks
wood-charcoal=Charcoal
## Compatibility with other mods
sand=Sand
slag=Slag
[BI-item-name]
fertilizer=Common fertilizer
[item-name]
## Production
bi-adv-fertilizer=BI-Super-Fertilizer(™)
#~ fertilizer=Fertilizer "Run of ye olde mill"(™)
fertilizer=Common fertilizer
bi-purified-air=Purified air
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-seed-bomb-advanced=Advanced seed bomb
bi-seed-bomb-basic=Basic seed bomb
bi-seed-bomb-standard=Standard seed bomb
bi-seed=Tree seed
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Algae biomass
bi-liquid-air=Liquid air
nitrogen=Nitrogen
## Weaponry
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-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
## Resources
bi-ash=Ash
bi-cellulose=Cellulose
bi-woodpulp=Wood pulp
pellet-coke=Pellet coke
resin=Resin
stone-crushed=Crushed stone
wood-bricks=Wood bricks
wood-charcoal=Charcoal
## Compatibility with other mods
sand=Sand
slag=Slag

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@ -1,569 +0,0 @@
[mod-setting-name]
BI_Bio_Cannon=Enable: Prototype Artillery
BI_Bio_Fuel=Enable: Bio fuel production
BI_Game_Tweaks_Bot=Game tweaks: Bots
BI_Game_Tweaks_Disassemble=Game tweaks: Disassemble recipes
BI_Game_Tweaks_Emissions_Multiplier=Game tweaks: Fuel emission multipliers
BI_Game_Tweaks_Player=Game tweaks: Player
BI_Game_Tweaks_Recipe=Game tweaks: Recipe
BI_Game_Tweaks_Stack_Size=Game tweaks: Stack size
BI_Game_Tweaks_Tree=Game tweaks: Tree yield
BI_Game_Tweaks_Small_Tree_Collisionbox=Game tweaks: Smaller collision boxes for trees
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
#~ BI_Hide_musk_floor_in_mapview=Hide electric grid overlay for Musk floor in map view
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
BI_Solar_Additions=Enable: Bio solar additions
BI_Enable_gvv_support=Compatibility: Add support for GVV
[mod-setting-description]
BI_Bio_Cannon=The Prototype artillery is very powerful, but will only fire at spawners
BI_Bio_Fuel=Enables the production of oil products using bio fuels
BI_Game_Tweaks_Bot=Bots can't be mined or catch fire
BI_Game_Tweaks_Disassemble=Allow some disassemble recipes. You get about 50% of the resources back
BI_Game_Tweaks_Emissions_Multiplier=Bob started this. The general idea is that unprocessed fuels cause more pollution than more refined fules. Thus coal would produce 200% pollution, while solid fuel would produce only 85%. Please see "Fuel Values.xlsx" in mod folder for more info!
#~ BI_Game_Tweaks_Player=Build, drop & reach distance: 6 => 20; Reach for item pickup 1 => 4; Resource reach distance: 2.7 => 4; Loot pickup distance: 2 => 5
BI_Game_Tweaks_Player=Build, drop & reach distance: 6 => 20\nReach distance for item pickup 1 => 4\nResource reach distance: 2.7 => 4\nLoot pickup distance: 2 => 5
#~ BI_Game_Tweaks_Recipe=Recipes Affected: CONCRETE Remove: Iron Ore Add: Iron Stick, STONE-WALL Add: Iron Stick, RAIL Remove: stone Add: crushed-stone and Concrete, STEEL-AXE Remove: Iron-Stick Add: Iron-Axe
BI_Game_Tweaks_Recipe=Affected recipes:\nConcrete (Iron ore => Iron stick)\nStone wall(Iron stick added)\nRail (stone => crushed-stone + concrete)
BI_Game_Tweaks_Stack_Size=Affects stack sizes of wood, stone, crushed-stone, concrete & slag
BI_Game_Tweaks_Tree=Game tweaks - trees randomly provide 1 to 6 wood when chopped down. Vanilla=4
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!
BI_Game_Tweaks_Production_Science=If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
#~ BI_Hide_musk_floor_in_mapview=In map view, the electric grid overlay will be hidden for Musk floor if this setting is enabled. This shouldn't be changed in a running game as applying the setting to every Musk floor tile may take some time!
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!\n(Default: on)
BI_Solar_Additions=Enables solar items like the solar farm, solar power plant, bio accumulator and huge substation
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
[technology-name]
bi-tech-advanced-biotechnology=Advanced biotechnology
bi-tech-bio-cannon=Prototype artillery
bi-tech-bio-farming=Bio farm
bi-tech-coal-processing-1=Coal processing 1
bi-tech-coal-processing-2=Coal processing 2
bi-tech-coal-processing-3=Coal processing 3
bi-tech-fertiliser=Fertilizer
bi-tech-organic-plastic=Organic plastic
[technology-description]
bi-tech-advanced-biotechnology=Unlock higher tiered recipes
bi-tech-bio-cannon=Prototype artillery turret technology. - Not yet capable of manual targeting
bi-tech-bio-farming=Learn how to grow trees -- the first step towards unlocking other wood products
bi-tech-coal-processing-1=Burn wood to get charcoal and ash
bi-tech-coal-processing-2=Process charcoal to coal and solid fuel to pellet-coke
bi-tech-coal-processing-3=Process charcoal more efficiently and produce pellet-coke from coal
bi-tech-fertiliser=Using fertilisers you can get much more output from recipes
bi-tech-organic-plastic=Produce plastics using organic materials
[entity-name]
bi-arboretum-area=Terraformer
bi-arboretum-radar=Terraformer radar
bi-arboretum=Terraformer
bi-bio-accumulator=Huge accumulator
bi-bio-boiler=Bio boiler
bi-bio-cannon-area=Prototype artillery
bi-bio-cannon=Prototype artillery
bi-bio-farm-electric-pole=Bio farm cabling
bi-bio-farm-light=Bio farm heat lamps
bi-bio-farm-solar-panel=Bio farm solar
bi-bio-farm=Bio farm
bi-bio-garden-light=Bio garden light
bi-bio-garden=Bio garden
bi-bio-greenhouse=Bio nursery
bi-bio-reactor=Bioreactor
bi-bio-solar-farm=Bio solar farm
bi-burner-pump=Burner fluid pump
bi-cokery=Cokery
#~ These strings are obsolete!
#~ bi-curved-rail-power=Powered rail
#~ bi-curved-rail-wood-bridge=Wooden curved rail used for bridges
#~ bi-curved-rail-wood=Wooden curved rail
bi-dart-magazine-basic=Basic dart ammo
bi-dart-magazine-enhanced=Enhanced dart ammo
bi-dart-magazine-poison=Poison dart ammo
bi-dart-magazine-standard=Standard dart ammo
bi-dart-turret=Dart turret
#~ These strings seem to be obsolete!
#~ bi-ground-steam=Natural steam
#~ bi-ground-sulfuric-acid=Natural sulfuric acid
#~ bi-ground-water=Water
bi-large-substation=Huge substation
bi-musk-mat-pole=Hidden power pole for Musk mat
bi-musk-mat-solar-panel=Musk floor
bi-power-to-rail-pole=Rail to power connector
# Obsolete
#~ bi-solar-boiler-panel=Solar power plant & boiler
bi-solar-boiler=Solar power plant & boiler
bi-solar-mat=Musk floor
bi-stone-crusher=Stone crusher
#~ bi-straight-rail-power=Powered rail
bi-rail-power=Powered rail
#~ bi-straight-rail-wood-bridge=Wooden straight rail used for bridges
bi-rail-wood-bridge=Wooden rail used for bridges
#~ bi-straight-rail-wood=Wooden straight rail
bi-rail-wood=Wooden rail
bi-wood-pipe-to-ground=Wood pipe to ground
bi-wood-pipe=Wood pipe
bi-wooden-chest-giga=Huge wooden chest
bi-wooden-chest-huge=Large wooden chest
bi-wooden-chest-large=Medium wooden chest
bi-wooden-fence=Wooden fence
bi-wooden-pole-big=Big wooden pole
bi-wooden-pole-huge=Huge wooden pole
seedling-2=Sapling
seedling-3=Sapling
seedling=Sapling
wooden-chest=Small wooden chest
rail-remnants-wood=Remnants of wooden rails
rail-remnants-wood-bridge=Remnants of a wooden bridge
[entity-description]
bi-arboretum-area=Terraformer to change the terrain or plant trees around the building
bi-arboretum-radar=Terraformer radar
bi-arboretum=Terraformer to change the terrain or plant trees around the building
bi-bio-accumulator=Can store very large amounts of energy, because size matters...
bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
#~ bi-bio-cannon-area=Can ONLY fire at spawners and worms! - Range 90 - Not yet capable of manual targeting
bi-bio-cannon=Can ONLY fire at spawners and worms! (Range: 90)\nThis prototype isn't capable of manual targeting.
#~ bi-bio-farm-electric-pole=Bio farm cabling (Hidden)
#~ bi-bio-farm-light=Bio farm heat lamps, so trees can grow at night (Hidden)
#~ bi-bio-farm-solar-panel=Bio farm solar (Hidden)
#~ bi-bio-farm=Bio farm, turn saplings into raw wood. Consumes more electricity at night
bi-bio-farm=Bio farms are where saplings grow into trees that are processed to raw wood and wood pulp. An integrated solar panel provides some of the energy during the day.
bi-bio-garden-light=The garden also acts as a lamp at night. (Hidden)
bi-bio-garden=The bio garden scrubs air, removing pollution. (One bio garden can absorb 45 pollution units per second -- as much as 1500 trees!)
bi-bio-greenhouse=Use a nursery to grow saplings
bi-bio-reactor=Bio-reactors are used to produce and process biomass.
bi-bio-solar-farm=Bio solar farm save space by condensing your solar panels into a compact unit. They create a lot of power!\Using Bio solar farms instead of the original solar panels will also improve performance because less entities require less updates per second (UPS).
bi-burner-pump=Burner fluid pump
bi-cokery=Wood and wood pulp are processed to charcoal and other fuels in the cokery.
#~ These strings are obsolete!
#~ bi-curved-rail-power=Rail that also conducts electricity. Connect to power grid using "power to rail" connector
#~ bi-curved-rail-wood-bridge=Wooden curved rail used for bridges.\nNote: You can't walk on this!
#~ bi-curved-rail-wood=Wooden curved rail
bi-dart-magazine-basic=Basic wooden projectiles
bi-dart-magazine-enhanced=Enhanced wooden projectiles
bi-dart-magazine-poison=Poisoned wooden projectiles
bi-dart-magazine-standard=Standard wooden projectiles
#~ These strings seem to be obsolete!
#~ bi-ground-steam=Natural steam
#~ bi-ground-sulfuric-acid=Natural sulfuric acid
#~ bi-ground-water=Water
bi-large-substation=Huge substation
bi-musk-mat-pole=Hidden power pole for Musk mat
bi-musk-mat-solar-panel=Power from Musk floor
bi-power-to-rail-pole=Connect your power rail to the power grid!\nATTENTION: When you place a connector in reach of two powered rails that are running parallel or crossing each other, you will connect these networks!
#~ Remove?
bi-solar-boiler-panel=A boiler that uses solar energy or electricity (also produces electricity).
#~ Changed
#~ bi-solar-boiler=A boiler that uses solar energy or electricity (also produces electricity).
bi-solar-boiler=This boiler uses solar energy or electricity to produce electricity.
#~ bi-solar-mat=A solar panel/floor that can be used as a pavement, generates 10kW electricity and fast movement. (Thanks Elon Musk!)
bi-solar-mat=This special pavement contains solar panels. Each tile will generate 10kW of electricity and grant you fast movement speed. (Thanks, Elon Musk!)
#~ bi-stone-crusher=Machine to break stone into crushed stone
bi-stone-crusher=These machines crush stone and concrete. If necessary, you can also use them to make sand from crushed stone.
#~ bi-straight-rail-wood-bridge=Wooden straight rail used for bridges.\nNote: You can't walk on this!
bi-rail-wood-bridge=Wooden straight rail used for bridges.\nNote: You can't walk on this!
#~ bi-straight-rail-wood=Wooden straight rail
bi-rail-wood=Wooden straight rail
#~ bi-straight-rail-power=Rail that also conducts electricity. Connect to power grid using "power to rail" connector
bi-rail-power=Rail that also conducts electricity. Connect to power grid using "power to rail" connector
bi-wood-pipe-to-ground=Wood pipe to ground
bi-wood-pipe=Wooden pipe
bi-wooden-chest-giga=A HUGE wooden chest
bi-wooden-chest-huge=A very large wooden chest
bi-wooden-chest-large=A medium wooden chest
#~ bi-wooden-fence=A defensive wall made from wood
bi-wooden-fence=Though not very strong, wooden fences help you right from the start to keep enemies out of your factory.
bi-wooden-pole-big=Big wooden power pole. Will auto heal if you play with NE enemies
bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires
seedling-2=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing
seedling-3=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing
seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing
rail-remnants-wood=Remnants of wooden rails
rail-remnants-wood-bridge=Remnants of a wooden bridge
[item-name]
bi-adv-fertiliser=Advanced fertiliser
bi-arboretum-area=Terraformer
bi-arboretum-r1=Plant trees
bi-arboretum-r2=Change terrain (basic)
bi-arboretum-r3=Change terrain (advanced)
bi-arboretum-r4=Change terrain & plant trees (basic)
bi-arboretum-r5=Change terrain & plant trees (advanced)
bi-arboretum=Terraformer
bi-ash=Ash
bi-bio-accumulator=Huge accumulator
bi-bio-boiler=Bio boiler
bi-bio-cannon-area=Prototype artillery
bi-bio-cannon-basic-ammo=Prototype artillery - rocket ammo
bi-bio-cannon-biological-ammo=Prototype artillery - biological ammo
bi-bio-cannon-poison-ammo=Prototype artillery - poison ammo
bi-bio-cannon-proto-ammo=Prototype artillery - basic ammo
bi-bio-cannon=Prototype artillery
bi-bio-farm=Bio farm
bi-bio-reactor=Bioreactor
bi-bio-solar-farm=Bio solar farm
bi-burner-pump=Burner fluid pump
bi-cellulose=Cellulose
bi-cokery=Cokery
bi-dart-magazine-basic=Basic dart ammo
bi-dart-magazine-enhanced=Enhanced dart ammo
bi-dart-magazine-poison=Poison dart ammo
bi-dart-magazine-standard=Standard dart ammo
bi-dart-rifle=Dart rifle
bi-dart-turret=Dart turret
bi-ground-water=Water
bi-large-substation=Huge substation
#~ Obsolete
#~ bi-medicine=Medicine
#~ Do we need localizations for hidden entities?
#~ bi-musk-mat-pole=Hidden power pole for Musk mat
#~ bi-musk-mat-solar-panel=Musk floor
#~ Obsolete?
#~ bi-nutrients=Nutrients
bi-power-to-rail-pole=Rail to power connector
bi-purified-air=Purified air
bi-rail-power=Power rail
bi-rail-wood-bridge=Wooden rail bridge
bi-rail-wood=Wooden rail
bi-seed-bomb-advanced=Advanced seed bomb
bi-seed-bomb-basic=Basic seed bomb
bi-seed-bomb-standard=Standard seed bomb
bi-seed=Seed
bi-solar-boiler=Solar power plant & boiler
bi-solar-boiler-panel=Solar power plant & boiler
bi-solar-mat=Musk floor
bi-stone-crusher=Stone crusher
bi-wood-pipe-to-ground=Wooden pipe to ground
bi-wood-pipe=Wooden pipe
bi-wooden-chest-giga=Huge wooden chest
bi-wooden-chest-huge=Large wooden chest
bi-wooden-chest-large=Medium wooden chest
bi-wooden-fence=Wooden fence
bi-wooden-pole-big=Big wooden power pole. Will auto heal if you play with NE enemies
bi-wooden-pole-huge=Huge wooden pole
bi-woodpulp=Wood pulp
fertiliser=Fertilizer
pellet-coke=Pellet coke
resin=Resin
seedling=Sapling
stone-crushed=Crushed stone
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
water-saline=Saline water
wood-bricks=Wood bricks
wood-charcoal=Charcoal
[item-description]
bi-adv-fertiliser=Improved fertilizer for growing stuff even faster or changing terrain quality
bi-arboretum-area=Terraformer to change the terrain or plant trees around the building
bi-arboretum-r1=Plant trees around the building
bi-arboretum-r2=Change terrain around the building (basic)
bi-arboretum-r3=Change terrain around the building (advanced)\nNote: Use advanced instead of basic fertiliser to make the ground more fertile.
bi-arboretum-r4=Change terrain & plant trees around the building (basic)
bi-arboretum-r5=Change terrain around the building (advanced)\nNote: Use advanced instead of basic fertiliser to make the ground more fertile, so that trees will grow faster.
bi-arboretum=Terraformer to change the terrain or plant trees around the building
bi-ash=Even ash can be used!
bi-bio-accumulator=Can store very large amounts of energy, because size matters...
#~ bi-bio-boiler=High efficiency boiler
bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
bi-bio-cannon-area=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
bi-bio-cannon-basic-ammo=Rocket powered, low physical damage
bi-bio-cannon-biological-ammo=Rocket powered, high biological damage
bi-bio-cannon-poison-ammo=Rocket powered, medium poison damage
bi-bio-cannon-proto-ammo=Low damage, most of the TNT is used for propulsion
bi-bio-cannon=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
bi-bio-farm=A greenhouse with powerful artificial lighting for growing saplings into trees (Wood)
bi-bio-solar-farm=Save space, by condensing your solar panels into a compact unit. Create a lot of power!
#~ Obsolete?
bi-burner-pump=Burner fluid pump
bi-dart-magazine-basic=Basic wooden projectiles
bi-dart-magazine-enhanced=Enhanced wooden projectiles
bi-dart-magazine-poison=Poisoned wooden projectiles
bi-dart-magazine-standard=Standard wooden projectiles
#~ bi-ground-water=Water
bi-large-substation=Huge substation
bi-musk-mat-pole=Hidden power pole for Musk mat
bi-musk-mat-solar-panel=Power from Musk floor
bi-power-to-rail-pole=Connect your power rail to the power grid
bi-purified-air=Clean air, pollution removed!
bi-rail-power=Rail that also conducts electricity (connect rails to the power grid with the "rail to power connector")
bi-rail-wood-bridge=Wooden rail bridge that can cross water.\nNote: You can't walk on this!
bi-rail-wood=Cheap rails made with wood
bi-seed-bomb-advanced=Plant trees in a large area, with advanced fertiliser via a seed bomb!
bi-seed-bomb-basic=Plant trees in a large area via a seed bomb!
bi-seed-bomb-standard=Plant trees in a large area, with fertiliser via a seed bomb!
bi-seed=Seed to grow a sapling from
bi-solar-boiler=A boiler that uses solar energy or electricity (also produces electricity).
bi-solar-boiler-panel=A boiler that uses solar energy or electricity (also produces electricity).
bi-solar-mat=A solar panel/floor that can be used as a pavement, generates 10kW electricity and fast movement. (Thanks Elon Musk!)
bi-stone-crusher=Machine to break stone into crushed stone
bi-wood-pipe-to-ground=A wood pipe to ground
bi-wood-pipe=A pipe made from wood
bi-wooden-chest-giga=A HUGE wooden chest
bi-wooden-chest-huge=A very large wooden chest
bi-wooden-chest-large=A medium wooden chest
bi-wooden-fence=A defensive wall made from wood
bi-wooden-pole-big=Big wooden power pole
bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires
bi-woodpulp=Burn it to ash or charcoal, or convert it to wood bricks!
fertiliser=Fertilizer for growing stuff faster or changing terrain quality
pellet-coke=Pellet coke is a great train fuel
resin=Resin
seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!
stone-crushed=Crushed stone
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
water-saline=Saline water
wood-bricks=Great processed fuel source with low emissions
[fluid-name]
bi-biomass=Algae biomass
#~ bi-ground-water=Water
liquid-air=Liquid air
nitrogen=Nitrogen
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
water-saline=Saline water
[recipe-name]
bi-acid=Bio-acid
bi-adv-fertiliser-1=Advanced fertiliser
bi-adv-fertiliser-2=Advanced fertiliser
bi-arboretum-r1=Plant trees
bi-arboretum-r2=Change terrain (basic)
bi-arboretum-r3=Change terrain (advanced)
bi-arboretum-r4=Change terrain & plant trees (basic)
bi-arboretum-r5=Change terrain & plant trees (advanced)
bi-arboretum=Terraformer
bi-ash-1=Ash from wood
bi-ash-2=Ash from wood pulp
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
bi-basic-gas-processing=Basic gas processing
bi-battery=Bio battery
bi-bio-accumulator=Huge accumulator
bi-bio-boiler=Bio boiler
bi-bio-cannon-area=Prototype artillery
bi-bio-cannon-basic-ammo=Prototype artillery (rocket ammo)
bi-bio-cannon-biological-ammo=Prototype artillery (biological ammo)
bi-bio-cannon-poison-ammo=Prototype artillery (poison ammo)
bi-bio-cannon-proto-ammo=Prototype artillery (basic ammo)
bi-bio-cannon=Prototype artillery
bi-bio-farm=Bio farm
bi-bio-garden=Bio garden
bi-bio-greenhouse=Bio nursery
bi-bio-reactor=Bioreactor
bi-bio-solar-farm=Bio solar farm
bi-biomass-1=Algae biomass production with fertiliser
bi-biomass-2=Algae biomass production with algae biomass (basic)
bi-biomass-3=Algae biomass production with algae biomass (advanced)
bi-biomass-conversion-1=Bio fuel conversion 1: Cellulose, light oil
bi-biomass-conversion-2=Bio fuel conversion 2: Petroleum gas
bi-biomass-conversion-3=Bio fuel conversion 3: Lubricant
bi-biomass-conversion-4=Bio fuel conversion 4: Crude oil, water/sulfuric waste water
bi-burner-inserter-disassemble=Disassemble burner inserter
bi-burner-mining-drill-disassemble=Disassemble burner miner
bi-cellulose-1=Basic cellulose production
bi-cellulose-2=Advanced cellulose production
bi-charcoal-1=Charcoal from wood pulp
bi-charcoal-2=Charcoal from wood
bi-coal-1=Basic coal production
bi-coal-2=Advanced coal production
bi-coke-coal=Pellet coke
bi-cokery=Cokery
bi-crushed-stone-1=Crushed stone from stone
bi-crushed-stone-2=Crushed stone from concrete
bi-crushed-stone-3=Crushed stone from hazard concrete
bi-crushed-stone-4=Crushed stone from refined concrete
bi-crushed-stone-5=Crushed stone from refined hazard concrete
bi-dart-magazine-basic=Basic dart ammo
bi-dart-magazine-enhanced=Enhanced dart ammo
bi-dart-magazine-poison=Poison dart ammo
bi-dart-magazine-standard=Standard dart ammo
bi-dart-rifle=Dart rifle
bi-dart-turret=Dart turret
bi-fertiliser-1=Fertilizer
bi-fertiliser-2=Fertilizer
bi-large-substation=Huge substation
bi-liquid-air=Liquid air
bi-logs-1=Basic wood production
bi-logs-2=Improved wood production with ash
bi-logs-3=Advanced wood production with fertiliser
bi-logs-4=Super wood production with advanced fertiliser
bi-long-handed-inserter-disassemble=Disassemble long handed inserter
bi-mineralized-sulfuric-waste=Mineralized water & sulfuric waste
bi-nitrogen=Nitrogen
bi-pellet-coke=Pellet coke from solid fuel
bi-pellete-coal-2=Pellet-coal from carbon
bi-plastic-1=Bio plastic from wood
bi-plastic-2=Bio plastic from cellulose
bi-power-to-rail-pole=Rail to power connector
bi-press-wood=Press wood
bi-production-science-pack=Production science pack
bi-purified-air-1=Clean air (basic)
bi-purified-air-2=Clean air (advanced)
bi-rail-power=Power rail
bi-rail-wood-bridge=Wooden rail bridge
bi-rail-wood-to-concrete=Upgrade wooden rail
bi-rail-wood=Wooden rail
bi-resin-pulp=Resin from wood pulp
bi-resin-wood=Resin from wood
bi-sand=Sand from crushed stone
bi-seed-1=Basic tree seed production
bi-seed-2=Improved tree seed production with ash
bi-seed-3=Advanced tree seed production with fertiliser
bi-seed-4=Super tree seed production with advanced fertiliser
bi-seed-bomb-advanced=Advanced seed bomb
bi-seed-bomb-basic=Basic seed bomb
bi-seed-bomb-standard=Standard seed bomb
#~ bi-seedling=Sapling
bi-seedling-1=Basic sapling production
bi-seedling-2=Improved sapling production with ash
bi-seedling-3=Advanced sapling production with fertiliser
bi-seedling-4=Super sapling production with advanced fertiliser
bi-slag-slurry=Slag slurry
#~ bi-solar-boiler=Solar power plant & boiler (boiler)
bi-solar-boiler-panel=Solar power plant & boiler
bi-solar-boiler=Solar power plant & boiler
bi-solar-mat=Musk floor
bi-solid-fuel=Solid fuel from wood bricks
bi-steel-furnace-disassemble=Disassemble steel furnace
bi-stone-brick=Bio stone brick
bi-stone-crusher=Stone crusher
bi-stone-furnace-disassemble=Disassemble stone furnace
bi-sulfur-angels=Bio-sulfur
bi-sulfur=Bio-sulfur
bi-wood-from-pulp=Wood from wood pulp
bi-wood-fuel-brick=Wood bricks
bi-wood-pipe-to-ground=Wooden pipe to ground
bi-wood-pipe=Wood pipe
bi-wooden-chest-giga=Huge wooden chest
bi-wooden-chest-huge=Large wooden chest
bi-wooden-chest-large=Medium wooden chest
bi-wooden-fence=Wooden fence
bi-wooden-pole-big=Big wooden pole
bi-wooden-pole-huge=Huge wooden pole
bi-woodpulp=Wood pulp from wood
wooden-chest=Small wooden chest
[recipe-description]
bi-acid=Use algae biomass and cellulose to produce sulfuric acid!
bi-adv-fertiliser-1=Better than normal fertiliser
bi-adv-fertiliser-2=Better than normal fertiliser
bi-arboretum-r1=Note: The recipe will never complete, trees are planted on sector scan.
bi-arboretum-r2=Note: The recipe will never complete, trees are planted on sector scan.
bi-arboretum-r3=Note: The recipe will never complete, trees are planted on sector scan.
bi-arboretum-r4=Note: The recipe will never complete, trees are planted on sector scan.
bi-arboretum-r5=Note: The recipe will never complete, trees are planted on sector scan.
bi-arboretum=Plant trees or change the terrain around the building
bi-ash-1=Burn wood, get ash!
bi-ash-2=Burn lots of wood pulp, get lots of ash!
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
bi-basic-gas-processing=Inefficient gas extraction
bi-basic-pumpjack-disassemble=Dissasemble burner fluid pump at a small loss of materials
bi-bio-cannon-area=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
bi-bio-cannon-basic-ammo=Rocket powered, low physical damage
bi-bio-cannon-biological-ammo=Rocket powered, high biological damage
bi-bio-cannon-poison-ammo=Rocket powered, medium poison damage
bi-bio-cannon-proto-ammo=Low damage, most of the TNT is used for propulsion
bi-bio-cannon=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
bi-bio-farm=Bio farm to produce wood and wood pulp
bi-bio-greenhouse=Bio nursery to produce seeds and saplings
bi-biomass-1=Start up your algae biomass production by using fertiliser!
bi-biomass-2=Feed back some of the produced algae biomass to produce more of it!\nNote: This will yield less (and take longer) than using the start-up recipe, but you will save on fertiliser.
bi-biomass-3=Feed back some of the produced algae biomass and add ash to produce lots of it!\nNote: This will yield considerably more than the other recipes in a fraction of the time.
bi-biomass-conversion-1=Use algae biomass to produce light oil and cellulose!
bi-biomass-conversion-2=Use algae biomass to produce petroleum gas!
bi-biomass-conversion-3=Use algae biomass to produce lubricant!
bi-biomass-conversion-4=Use algae biomass to produce crude oil and water!
bi-burner-inserter-disassemble=Disassemble burner inserter at a small loss of materials
bi-burner-mining-drill-disassemble=Disassemble burner miner at a small loss of materials
bi-charcoal-1=Burn wood pulp to make charcoal
bi-charcoal-2=Burn wood to make charcoal
bi-coal-1=Process charcoal to make coal
bi-coal-2=Advanced processing of charcoal will let you make more coal!
bi-coke-coal=Turn coal into pellet-coke
bi-crushed-stone-1=Get crushed stone from crushing stone in the stone crusher :-)
bi-crushed-stone-2=Having mastered advanced material processing, you now can also get crushed stone from concrete!
bi-crushed-stone-3=Having mastered advanced material processing, you now can also get crushed stone from hazard concrete!
bi-crushed-stone-4=You will get twice as much crushed stone from processing refined instead of normal concrete, but it takes twice as long!
bi-crushed-stone-5=You will get twice as much crushed stone from processing refined instead of normal hazard concrete, but it takes twice as long!
bi-dart-magazine-basic=Basic wooden projectiles
bi-dart-magazine-enhanced=Enhanced wooden projectiles
bi-dart-magazine-poison=Poisoned wooden projectiles
bi-dart-magazine-standard=Standard wooden projectiles
bi-fertiliser-1=Lets stuff grow faster
bi-fertiliser-2=Lets stuff grow faster (sodium-hydroxide)
bi-logs-1=Grow wood the old-fashioned way by watering saplings!
bi-logs-2=Improve your wood production by using ash as a cheap fertiliser!
bi-logs-3=Grow even more wood by using fertiliser instead of ash!
bi-logs-4=Using advanced fertiliser will yield you insane amounts of wood and wood pulp!
bi-long-handed-inserter-disassemble=Disassemble long handed inserter at a small loss of materials
bi-mineralized-sulfuric-waste=Mineralized water & sulfuric waste from crushed stone, charcoal and pure water
bi-pellet-coke=Turn solid fuel into pellet-coke
bi-power-to-rail-pole=Connect your power rail to the power grid
bi-production-science-pack=Use more, but cheaper wooden rails to make production science packs!
bi-rail-power=Rail that also conducts electricity (connect to power grid using "power to rail" connector)
bi-rail-wood-bridge=Rail that can bridge water\nNote: You can't walk on this!
bi-rail-wood-to-concrete=Upgrade wooden rails to default rails
bi-rail-wood=Cheap rails made with wood
bi-resin-pulp=Process wood pulp to get resin
bi-resin-wood=Process wood to get resin
bi-sand=Sand from crushed stone
#~ bi-seedling=A young tree, perfect for planting. (You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!)
bi-seed-1=Use wood and water to produce tree seeds!
bi-seed-2=Improve your tree seed production by using ash as a cheap fertiliser!
bi-seed-3=Improve your tree seed production even more by using fertiliser instead of ash!
bi-seed-4=Increase your tree seed production dramatically with advanced fertiliser!
bi-seed-bomb-advanced=Plant trees in a large area, with advanced fertiliser via a seed bomb!
bi-seed-bomb-basic=Plant trees in a large area via a seed bomb!
bi-seed-bomb-standard=Plant trees in a large area, with fertiliser via a seed bomb!
bi-seedling-1=Use tree seeds and water to grow saplings!
bi-seedling-2=Grow more saplings by using ash as a cheap fertiliser!
bi-seedling-3=Grow even more saplings by using fertiliser instead of ash!
bi-seedling-4=Use advanced fertiliser to grow still more saplings in less time!
bi-slag-slurry=Slag slurry from ash, crushed stone and saline water
bi-solar-boiler=A boiler that uses solar energy or electricity (also produces electricity).
bi-solar-boiler-panel=A boiler that uses solar energy or electricity (also produces electricity).
bi-solid-fuel=Turning wood bricks into solid fuel is a great way to get rid of excess wood pulp!
bi-steel-furnace-disassemble=Disassemble steel furnace at a small loss of materials
bi-stone-brick=Stone brick from crushed stone and ash
bi-stone-crusher=Machine to break stone into crushed stone
bi-stone-furnace-disassemble=Disassemble stone furnace at a small loss of materials
bi-sulfur=Bio-sulfur
bi-wood-from-pulp=Regain wood by compressing wood pulp and resin
bi-wood-fuel-brick=Compress wood pulp for easier handling!
bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires
bi-woodpulp=Process wood to wood pulp
[tile-name]
bi-solar-mat=Solar mat
bi-wood-floor=Wood floor
[item-group-name]
bio-industries=Bio-Industries
[ammo-category-name]
Bio_Cannon_Ammo=Bio cannon ammo
Bio_Turret_Ammo=Bio turret ammo
[damage-type-name]
Biological=Biological
bob-pierce=Pierce
[bi-misc]
growing-tree=Growing tree
growing-tree-desc=Given some time, a big tree will grow from this sapling.
young-tree=Young tree
young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
[modifier-description]
Bio_Cannon_Ammo-damage-bonus=Prototype artillery damage: +__1__
Bio_Cannon_Ammo-shooting-speed-bonus=Prototype artillery shooting speed: +__1__
Bio_Turret_Ammo-damage-bonus=Dart turret ammo damage bonus: +__1__
Bio_Turret_Ammo-shooting-speed-bonus=Dart turret ammo shooting speed bonus: +__1__
bi-dart-turret-attack-bonus=Dart turret damage bonus: +__1__
bi-dart-turret-damage-bonus=Dart turret damage bonus: +__1__

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@ -1,43 +1,43 @@
[fluid-name]
#~ bi-biomass=Algae biomass
bi-biomass=__ITEM__bi-biomass__
# We don't seem to use that!
#~ bi-ground-water=Water
liquid-air=Liquid air
nitrogen=Nitrogen
water-saline=Saline water
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
[fluid-description]
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!
[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
[modifier-description]
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_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__
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-misc]
growing-tree=Growing tree
growing-tree-desc=Given some time, a big tree will grow from this __ENTITY__seedling__.
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!
[fluid-name]
#~ bi-biomass=Algae biomass
bi-biomass=__ITEM__bi-biomass__
# We don't seem to use that!
#~ bi-ground-water=Water
liquid-air=Liquid air
nitrogen=Nitrogen
water-saline=Saline water
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
[fluid-description]
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!
[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
[modifier-description]
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_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__
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-misc]
growing-tree=Growing tree
growing-tree-desc=Given some time, a big tree will grow from this __ENTITY__seedling__.
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!

View file

@ -1,46 +1,46 @@
[mod-name]
Bio_Industries=Bio Industries
[mod-setting-name]
BI_Bio_Cannon=Enable: Prototype Artillery
BI_Bio_Fuel=Enable: Bio fuel production
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
# Added for 1.1.8
BI_Bigger_Wooden_Chests=Enable: Bigger wooden chests
BI_Enable_gvv_support=Compatibility: Add support for GVV
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_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
BI_Game_Tweaks_Recipe=Game tweaks: Recipe
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_Tree=Game tweaks: Tree yield
#~ 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
[mod-setting-description]
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)
# 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)
# 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_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_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_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_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=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_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_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 __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__.\n(Default: on)
[mod-name]
Bio_Industries=Bio Industries
[mod-setting-name]
BI_Bio_Cannon=Enable: Prototype Artillery
BI_Bio_Fuel=Enable: Bio fuel production
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
# Added for 1.1.8
BI_Bigger_Wooden_Chests=Enable: Bigger wooden chests
BI_Enable_gvv_support=Compatibility: Add support for GVV
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_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
BI_Game_Tweaks_Recipe=Game tweaks: Recipe
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_Tree=Game tweaks: Tree yield
#~ 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
[mod-setting-description]
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)
# 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)
# 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_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_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_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_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=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_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_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 __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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@ -1,135 +1,135 @@
[recipe-description]
## 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-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-2=__ITEM__fertilizer__ lets your stuff grow faster, it really does! (Made with Sodium hydroxide)
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=__ITEM__bi-adv-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-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-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-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-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-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-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-3=Use Algae biomass to produce Lubricant!
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-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-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-2=Produce more by using __ITEM__bi-ash__ as a cheap fertilizer!
bi-seedling-3=Increase your production by using __ITEM__fertilizer__!
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-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-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-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?
## Resources
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-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-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-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-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-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-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-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-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=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-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-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-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-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-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-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
## Disassemble
bi-disassemble-recipes=Some of the raw material can be reused.
## Compatibility with other mods
## 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-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
## Industrial Revolution
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-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-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-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-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-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-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-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-stone-crusher=Machine to break stone into crushed stone
#~ 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
[recipe-description]
## 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-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-2=__ITEM__fertilizer__ lets your stuff grow faster, it really does! (Made with Sodium hydroxide)
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=__ITEM__bi-adv-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-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-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-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-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-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-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-3=Use Algae biomass to produce Lubricant!
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-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-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-2=Produce more by using __ITEM__bi-ash__ as a cheap fertilizer!
bi-seedling-3=Increase your production by using __ITEM__fertilizer__!
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-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-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-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?
## Resources
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-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-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-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-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-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-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-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-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=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-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-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-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-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-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-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
## Disassemble
bi-disassemble-recipes=Some of the raw material can be reused.
## Compatibility with other mods
## 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-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
## Industrial Revolution
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-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-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-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-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-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-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-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-stone-crusher=Machine to break stone into crushed stone
#~ 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

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@ -1,124 +1,124 @@
[recipe-name]
## Production
#~ bi-adv-fertilizer-1=Advanced fertilizer
#~ bi-adv-fertilizer-2=Advanced fertilizer
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
bi-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (with sodium hydroxide)
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
bi-arboretum-r1=Plant trees
bi-arboretum-r2=Change terrain with __ITEM__fertilizer__
bi-arboretum-r3=Change terrain with __ITEM__bi-adv-fertilizer__
bi-arboretum-r4=Change terrain with __ITEM__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-2=__ITEM__bi-ash__ from __ITEM__bi-woodpulp__
bi-basic-gas-processing=Basic gas processing using __ITEM__coal__ and __ITEM__resin__
bi-battery=Bio battery
bi-rail-wood-to-concrete=Upgrade __ENTITY__bi-rail-wood__
#~ bi-biomass-1=Algae biomass production with __ITEM__fertilizer__
#~ bi-biomass-2=Algae biomass production with Algae biomass (basic)
#~ 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
bi-biomass-2=Replicate Algae biomass
bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
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
bi-seed-1=Basic __ITEM__bi-seed__ production
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-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-basic=__ITEM__bi-seed-bomb-basic__
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ with __ITEM__fertilizer__
bi-seedling-1=Basic __ENTITY__seedling__ production
bi-seedling-2=Improved __ENTITY__seedling__ production with __ITEM__bi-ash__
bi-seedling-3=Advanced __ENTITY__seedling__ production with __ITEM__fertilizer__
bi-seedling-4=Super __ENTITY__seedling__ production with __ITEM__bi-adv-fertilizer__
bi-logs-1=Basic __ITEM__wood__ production
bi-logs-2=Improved __ITEM__wood__ production with __ITEM__bi-ash__
bi-logs-3=Advanced __ITEM__wood__ production with __ITEM__fertilizer__
bi-logs-4=Super __ITEM__wood__ production with __ITEM__bi-adv-fertilizer__
## Resources
bi-cellulose-1=Basic __ITEM__bi-cellulose__ production
bi-cellulose-2=Advanced __ITEM__bi-cellulose__ production
bi-charcoal-1=__ITEM__wood-charcoal__ from __ITEM__bi-woodpulp__
bi-charcoal-2=__ITEM__wood-charcoal__ from __ITEM__wood__
bi-coal-1=Basic __ITEM__coal__ production
bi-coal-2=Advanced __ITEM__coal__ production
bi-coke-coal=__ITEM__pellet-coke__
bi-pellet-coke=__ITEM__pellet-coke__ from __ITEM__solid-fuel__
bi-pellet-coke-2=__ITEM__pellet-coke__ from carbon
bi-solid-fuel=__ITEM__solid-fuel__ from __ITEM__wood-bricks__
bi-wood-fuel-brick=__ITEM__wood-bricks__
bi-crushed-stone-1=__ITEM__stone-crushed__ from __ITEM__stone__
bi-crushed-stone-2=__ITEM__stone-crushed__ from __ITEM__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-5=__ITEM__stone-crushed__ from __ITEM__refined-hazard-concrete__
bi-stone-brick=Bio-__ITEM__stone-brick__
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-resin-pulp=__ITEM__resin__ from __ITEM__bi-woodpulp__
bi-resin-wood=__ITEM__resin__ from __ITEM__wood__
bi-woodpulp=__ITEM__bi-woodpulp__ from __ITEM__wood__
bi-wood-from-pulp=__ITEM__wood__ from __ITEM__bi-woodpulp__
bi-acid=Bio-acid
bi-liquid-air=Liquid air
bi-nitrogen=Nitrogen
bi-sulfur=Bio-__ITEM__sulfur__
bi-plastic-1=__ITEM__plastic-bar__ from __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ from __ITEM__bi-cellulose__
## Disassemble
bi-burner-inserter-disassemble=Disassemble __ENTITY__burner-inserter__
bi-burner-mining-drill-disassemble=Disassemble __ENTITY__burner-mining-drill__
bi-long-handed-inserter-disassemble=Disassemble __ENTITY__long-handed-inserter__
bi-steel-furnace-disassemble=Disassemble __ENTITY__steel-furnace__
bi-stone-furnace-disassemble=Disassemble __ENTITY__stone-furnace__
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=Mineralized water
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Pressed wood
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__ from __ITEM__stone__
bi-crushed-stone-2_IR=__ITEM__gravel__ from __ITEM__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-5_IR=__ITEM__gravel__ from __ITEM__refined-hazard-concrete__
[recipe-name]
## Production
#~ bi-adv-fertilizer-1=Advanced fertilizer
#~ bi-adv-fertilizer-2=Advanced fertilizer
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
bi-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (with sodium hydroxide)
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
bi-arboretum-r1=Plant trees
bi-arboretum-r2=Change terrain with __ITEM__fertilizer__
bi-arboretum-r3=Change terrain with __ITEM__bi-adv-fertilizer__
bi-arboretum-r4=Change terrain with __ITEM__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-2=__ITEM__bi-ash__ from __ITEM__bi-woodpulp__
bi-basic-gas-processing=Basic gas processing using __ITEM__coal__ and __ITEM__resin__
bi-battery=Bio battery
bi-rail-wood-to-concrete=Upgrade __ENTITY__bi-rail-wood__
#~ bi-biomass-1=Algae biomass production with __ITEM__fertilizer__
#~ bi-biomass-2=Algae biomass production with Algae biomass (basic)
#~ 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
bi-biomass-2=Replicate Algae biomass
bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
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
bi-seed-1=Basic __ITEM__bi-seed__ production
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-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-basic=__ITEM__bi-seed-bomb-basic__
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ with __ITEM__fertilizer__
bi-seedling-1=Basic __ENTITY__seedling__ production
bi-seedling-2=Improved __ENTITY__seedling__ production with __ITEM__bi-ash__
bi-seedling-3=Advanced __ENTITY__seedling__ production with __ITEM__fertilizer__
bi-seedling-4=Super __ENTITY__seedling__ production with __ITEM__bi-adv-fertilizer__
bi-logs-1=Basic __ITEM__wood__ production
bi-logs-2=Improved __ITEM__wood__ production with __ITEM__bi-ash__
bi-logs-3=Advanced __ITEM__wood__ production with __ITEM__fertilizer__
bi-logs-4=Super __ITEM__wood__ production with __ITEM__bi-adv-fertilizer__
## Resources
bi-cellulose-1=Basic __ITEM__bi-cellulose__ production
bi-cellulose-2=Advanced __ITEM__bi-cellulose__ production
bi-charcoal-1=__ITEM__wood-charcoal__ from __ITEM__bi-woodpulp__
bi-charcoal-2=__ITEM__wood-charcoal__ from __ITEM__wood__
bi-coal-1=Basic __ITEM__coal__ production
bi-coal-2=Advanced __ITEM__coal__ production
bi-coke-coal=__ITEM__pellet-coke__
bi-pellet-coke=__ITEM__pellet-coke__ from __ITEM__solid-fuel__
bi-pellet-coke-2=__ITEM__pellet-coke__ from carbon
bi-solid-fuel=__ITEM__solid-fuel__ from __ITEM__wood-bricks__
bi-wood-fuel-brick=__ITEM__wood-bricks__
bi-crushed-stone-1=__ITEM__stone-crushed__ from __ITEM__stone__
bi-crushed-stone-2=__ITEM__stone-crushed__ from __ITEM__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-5=__ITEM__stone-crushed__ from __ITEM__refined-hazard-concrete__
bi-stone-brick=Bio-__ITEM__stone-brick__
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-resin-pulp=__ITEM__resin__ from __ITEM__bi-woodpulp__
bi-resin-wood=__ITEM__resin__ from __ITEM__wood__
bi-woodpulp=__ITEM__bi-woodpulp__ from __ITEM__wood__
bi-wood-from-pulp=__ITEM__wood__ from __ITEM__bi-woodpulp__
bi-acid=Bio-acid
bi-liquid-air=Liquid air
bi-nitrogen=Nitrogen
bi-sulfur=Bio-__ITEM__sulfur__
bi-plastic-1=__ITEM__plastic-bar__ from __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ from __ITEM__bi-cellulose__
## Disassemble
bi-burner-inserter-disassemble=Disassemble __ENTITY__burner-inserter__
bi-burner-mining-drill-disassemble=Disassemble __ENTITY__burner-mining-drill__
bi-long-handed-inserter-disassemble=Disassemble __ENTITY__long-handed-inserter__
bi-steel-furnace-disassemble=Disassemble __ENTITY__steel-furnace__
bi-stone-furnace-disassemble=Disassemble __ENTITY__stone-furnace__
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=Mineralized water
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Pressed wood
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__ from __ITEM__stone__
bi-crushed-stone-2_IR=__ITEM__gravel__ from __ITEM__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-5_IR=__ITEM__gravel__ from __ITEM__refined-hazard-concrete__

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@ -1,19 +1,19 @@
[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-fertilizer=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-fertilizer=Using fertilizers you can get much more output from recipes
bi-tech-organic-plastic=Produce plastics using organic materials
[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-fertilizer=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-fertilizer=Using fertilizers you can get much more output from recipes
bi-tech-organic-plastic=Produce plastics using organic materials

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@ -1,107 +0,0 @@
[ammo-category-name]
Bio_Cannon_Ammo=Bio cannon ammo
Bio_Turret_Ammo=Bio turret ammo
[bi-misc]
growing-tree=Растущее дерево
growing-tree-desc=Если подождать, из этого саженца вырастет большое дерево
young-tree=Молодое дерево
young-tree-desc=Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
[entity-description]
# Changed for 0.17.60/0.18.29!
#~ bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
[item-description]
bi-adv-fertiliser=Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
bi-ash=Даже пепел пойдёт в дело!
bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень
[item-name]
bi-bio-reactor=Биореактор
bi-solar-boiler=Солнечная электростанция и бойлер
[mod-setting-description]
BI_Game_Tweaks_Small_Tree_Collisionbox=ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
[mod-setting-name]
BI_Game_Tweaks_Small_Tree_Collisionbox=Твики игры: Маленькая область столкновений у деревьев
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
[recipe-description]
bi-acid=Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
bi-adv-fertiliser-1=Лучше, чем обычное Удобрение
bi-adv-fertiliser-2=Лучше, чем обычное Удобрение
bi-ash-1=Сжигайте Древесину, получайте Пепел!
bi-ash-2=Сжигайте много Древесных опилков, получайте много Пепла!
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
bi-basic-gas-processing=Inefficient gas extraction
bi-bio-cannon=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
bi-bio-cannon-area=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
bi-bio-cannon-basic-ammo=Ракетный, небольшой физический урон
bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон
bi-bio-cannon-poison-ammo=Ракетный, средний урон ядом
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
bi-bio-farm=Биоферма для производства Древесины и Древесных опилок
bi-biomass-1=Начните производство Биомассы из водорослей, применив Удобрение!
bi-biomass-2=Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
bi-biomass-3=Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
bi-charcoal-1=Сжигайте Древесные опилки чтобы получать Древесный уголь
bi-charcoal-2=Сжигайте Древесину чтобы получать Древесный уголь
bi-coal-1=Переработайте Древесный уголь на Уголь
bi-coal-2=Продвинутая обработка Древесного угля позволяет получать больше Угля!
bi-coke-coal=Переработайте Уголь в Коксовый уголь
bi-crushed-stone-1=Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
bi-dart-magazine-basic=Базовый дротиковый снаряд
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
bi-dart-magazine-standard=Магазин с дротиками
bi-logs-1=Выращивайте лес по-старинке, поливая Саженцы!
bi-logs-2=Улучшите производство древесины, используя Пепел как дешёвое удобрение!
bi-logs-3=Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
bi-logs-4=Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
bi-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
bi-production-science-pack=Используйте большое количество Деревянных рельсов для производства Производственных исследовательских пакетов!
bi-rail-power=Рельс, который может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
bi-rail-wood=Дешёвые рельсы, сделанные с применением дерева
bi-rail-wood-to-concrete=Улучшить Деревянные рельсы до обычных Рельсов
bi-resin-pulp=Переработайте Древесные опилки на Смолу
bi-resin-wood=Переработайте Древесину на Смолу
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
bi-solar-boiler-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
bi-solid-fuel=Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень
bi-sulfur=Био-сера
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
bi-wood-fuel-brick=Прессуйте Древесные опилки для удобства в обращении!
bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки)
bi-woodpulp=Переработать Древесину в Древесные опилки
[recipe-name]
bi-bio-cannon=Прототип артиллерии
bi-bio-cannon-area=Прототип артиллерии
bi-bio-cannon-basic-ammo=Прототип артиллерии (ракетный боеприпас)
bi-bio-cannon-biological-ammo=Прототип артиллерии (биологический боеприпас)
bi-bio-cannon-poison-ammo=Прототип артиллерии (ядовитый боеприпас)
bi-bio-cannon-proto-ammo=Прототип артиллерии (базовый боеприпас)
bi-crushed-stone-4=Измельчённый камень из Железобетона
bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
bi-production-science-pack=Производственный научный пакет
bi-wood-from-pulp=Дерево из Древесных опилок
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
bi-basic-gas-processing=Basic gas processing

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@ -1,104 +1,104 @@
[entity-description]
## Production
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-garden=Биосад собирает воздух и убирает загрязнение. (-35 PU)
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.
bi-bio-reactor=Использует продвинутые биореакции
bi-cokery=Переработка дерева в уголь или другие виды топлива
bi-stone-crusher=Машина которая измельчает камни
## Power
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
bi-bio-boiler=Высокоэффективный бойлер
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
bi-large-substation=Гигантская подстанция
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!)
## Weaponry
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.
## Rail stuff
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-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
bi-rail-wood=Деревянные прямые рельсы
rail-remnants-wood-bridge=Remnants of a wooden bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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
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-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
## 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__.
# 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-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
#~ 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-farm-hidden-pole=Кабели биофермы (Скрыто)
#~ bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто)
#~ bi-bio-farm-hidden-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-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!)
#~ New string in 0.17.60/0.18.29!
#~ bi-bio-reactor=Bio-reactors are used to produce and process biomass.
#~ 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).
#~ 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.
#~ 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-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-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-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
#~ 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-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=Деревянные прямые рельсы
#~ 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.
#~ 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.
[entity-description]
## Production
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-garden=Биосад собирает воздух и убирает загрязнение. (-35 PU)
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.
bi-bio-reactor=Использует продвинутые биореакции
bi-cokery=Переработка дерева в уголь или другие виды топлива
bi-stone-crusher=Машина которая измельчает камни
## Power
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
bi-bio-boiler=Высокоэффективный бойлер
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
bi-large-substation=Гигантская подстанция
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!)
## Weaponry
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.
## Rail stuff
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-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
bi-rail-wood=Деревянные прямые рельсы
rail-remnants-wood-bridge=Remnants of a wooden bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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
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-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
## 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__.
# 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-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
#~ 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-farm-hidden-pole=Кабели биофермы (Скрыто)
#~ bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто)
#~ bi-bio-farm-hidden-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-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!)
#~ New string in 0.17.60/0.18.29!
#~ bi-bio-reactor=Bio-reactors are used to produce and process biomass.
#~ 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).
#~ 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.
#~ 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-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-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-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
#~ 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-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=Деревянные прямые рельсы
#~ 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.
#~ 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.

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@ -1,78 +1,78 @@
[entity-name]
## Production
bi-arboretum=Терраформер
bi-bio-farm=Биоферма
bi-bio-garden=Биосад
bi-bio-greenhouse=Теплица
seedling=Саженец
bi-bio-reactor=Биореактор
bi-cokery=Коксовая печь
bi-stone-crusher=Измельчитель камня
## Power
bi-bio-accumulator=Аккумулятор огромной емкости
bi-bio-boiler=Биобойлер
bi-bio-solar-farm=Био Солнечная ферма
bi-large-substation=Гигантская подстанция
bi-solar-boiler=Солнечная электростанция и бойлер - Бойлер
bi-solar-mat=Пол Илона Маска
## Weaponry
bi-bio-cannon=Прототип артиллерии
bi-dart-turret=Дротиковая турель
## Rail stuff
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
bi-rail-power=Электрические рельсы
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов
bi-rail-wood=Деревянные прямые рельсы
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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-bigger=Bigger wooden pole
bi-wooden-pole-huge=Гигантский электрический столб
wooden-chest=Деревянный ящик
#~ bi-arboretum-area=Терраформер
#~ bi-arboretum-hidden-radar=Радар терраформер
#~ bi-bio-cannon-area=Прототип артиллерии
#~ bi-bio-farm-hidden-pole=Кабели биофермы
#~ bi-bio-farm-light=Горячие лампы биофермы
#~ bi-bio-farm-hidden-panel=Солнечная энергия биофермы
#~ bi-bio-garden-light=Свет биосада
#~ 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
#~ These strings seem to be obsolete!
#~ bi-ground-steam=Природный пар
#~ bi-ground-sulfuric-acid=Природная серная кислота
#~ bi-ground-water=Вода
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - Панель
#~ 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-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
#~ bi-straight-rail-wood=Деревянные прямые рельсы
#~ seedling-2=Саженец
#~ seedling-3=Саженец
[entity-name]
## Production
bi-arboretum=Терраформер
bi-bio-farm=Биоферма
bi-bio-garden=Биосад
bi-bio-greenhouse=Теплица
seedling=Саженец
bi-bio-reactor=Биореактор
bi-cokery=Коксовая печь
bi-stone-crusher=Измельчитель камня
## Power
bi-bio-accumulator=Аккумулятор огромной емкости
bi-bio-boiler=Биобойлер
bi-bio-solar-farm=Био Солнечная ферма
bi-large-substation=Гигантская подстанция
bi-solar-boiler=Солнечная электростанция и бойлер - Бойлер
bi-solar-mat=Пол Илона Маска
## Weaponry
bi-bio-cannon=Прототип артиллерии
bi-dart-turret=Дротиковая турель
## Rail stuff
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
bi-rail-power=Электрические рельсы
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов
bi-rail-wood=Деревянные прямые рельсы
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
rail-remnants-wood=Remnants of wooden rails
## Miscallenous wooden products
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-bigger=Bigger wooden pole
bi-wooden-pole-huge=Гигантский электрический столб
wooden-chest=Деревянный ящик
#~ bi-arboretum-area=Терраформер
#~ bi-arboretum-hidden-radar=Радар терраформер
#~ bi-bio-cannon-area=Прототип артиллерии
#~ bi-bio-farm-hidden-pole=Кабели биофермы
#~ bi-bio-farm-light=Горячие лампы биофермы
#~ bi-bio-farm-hidden-panel=Солнечная энергия биофермы
#~ bi-bio-garden-light=Свет биосада
#~ 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
#~ These strings seem to be obsolete!
#~ bi-ground-steam=Природный пар
#~ bi-ground-sulfuric-acid=Природная серная кислота
#~ bi-ground-water=Вода
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - Панель
#~ 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-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
#~ bi-straight-rail-wood=Деревянные прямые рельсы
#~ seedling-2=Саженец
#~ seedling-3=Саженец

View file

@ -1,95 +1,95 @@
[BI-item-description]
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
# so we hard-code its content here.
#~ 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.
[item-description]
## Production
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
bi-purified-air=Чистый воздух, загрязнение удаляется!
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-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
## Weaponry
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-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-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
## Resources
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-woodpulp=Можно сжигать или переработать в золу или уголь
coal=You will need it!
pellet-coke=Коксовый уголь это отличное топливо для поездов.
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.
stone-crushed=Камень измельченный в щебень
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=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
sand=__ITEM__sand__
#~ bi-arboretum=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-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-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=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-ground-water=Вода
#~ bi-large-substation=Гигантская подстанция
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для 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-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-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-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
#~ 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!
#~ water-saline=Солёная вода
[BI-item-description]
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
# so we hard-code its content here.
#~ 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.
[item-description]
## Production
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
bi-purified-air=Чистый воздух, загрязнение удаляется!
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-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
## Weaponry
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-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-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
## Resources
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-woodpulp=Можно сжигать или переработать в золу или уголь
coal=You will need it!
pellet-coke=Коксовый уголь это отличное топливо для поездов.
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.
stone-crushed=Камень измельченный в щебень
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=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
sand=__ITEM__sand__
#~ bi-arboretum=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-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-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=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-ground-water=Вода
#~ bi-large-substation=Гигантская подстанция
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для 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-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-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-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
#~ 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!
#~ water-saline=Солёная вода

View file

@ -1,104 +1,104 @@
[BI-item-name]
fertilizer=Common fertilizer
[item-name]
## Production
bi-adv-fertilizer=Продвинутое удобрение
fertilizer=Удобрение
bi-purified-air=Очиститель воздуха
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-seed-bomb-advanced=Продвинутая семенная бомба
bi-seed-bomb-basic=Базовая семенная бомба
bi-seed-bomb-standard=Стандартная семенная бомба
bi-seed=Семена
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Biomasse
liquid-air=Flüssigluft
nitrogen=Nitrogen
## Weaponry
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-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
## Resources
bi-ash=Зола
bi-cellulose=Целлюлоза
bi-woodpulp=Древесные опилки
pellet-coke=Коксовый уголь
resin=Смола
--stone-crushed=Измельчитель камня
stone-crushed=Щебень
wood-bricks=Деревянные топливные брикеты
wood-charcoal=Древесный уголь
## Compatibility with other mods
sand=Sand
slag=Slag
## Industrial Revolution
gravel=Гравий
#~ bi-bio-reactor=Биореактор
#~ bi-solar-boiler=Солнечная электростанция и бойлер
#~ bi-arboretum-area=Терраформер
#~ bi-arboretum=Терраформер
#~ bi-bio-accumulator=Аккумулятор огромной емкости
#~ bi-bio-boiler=Биобойлер
#~ 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-cokery=Коксовая печь
#~ 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-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
#~ Obsolete
#~ bi-nutrients=Питательный раствор
#~ bi-power-to-rail-pole=Коннектор "Электро-рельсы"
#~ bi-rail-power=Электрические рельсы
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
#~ bi-rail-wood=Деревянные рельсы
#~ bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер
#~ bi-solar-boiler-hidden-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
#~ seedling=Сажанец
#~ Obsolete?
#~ water-saline=Солёная вода
[BI-item-name]
fertilizer=Common fertilizer
[item-name]
## Production
bi-adv-fertilizer=Продвинутое удобрение
fertilizer=Удобрение
bi-purified-air=Очиститель воздуха
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-seed-bomb-advanced=Продвинутая семенная бомба
bi-seed-bomb-basic=Базовая семенная бомба
bi-seed-bomb-standard=Стандартная семенная бомба
bi-seed=Семена
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Biomasse
liquid-air=Flüssigluft
nitrogen=Nitrogen
## Weaponry
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-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
## Resources
bi-ash=Зола
bi-cellulose=Целлюлоза
bi-woodpulp=Древесные опилки
pellet-coke=Коксовый уголь
resin=Смола
--stone-crushed=Измельчитель камня
stone-crushed=Щебень
wood-bricks=Деревянные топливные брикеты
wood-charcoal=Древесный уголь
## Compatibility with other mods
sand=Sand
slag=Slag
## Industrial Revolution
gravel=Гравий
#~ bi-bio-reactor=Биореактор
#~ bi-solar-boiler=Солнечная электростанция и бойлер
#~ bi-arboretum-area=Терраформер
#~ bi-arboretum=Терраформер
#~ bi-bio-accumulator=Аккумулятор огромной емкости
#~ bi-bio-boiler=Биобойлер
#~ 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-cokery=Коксовая печь
#~ 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-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
#~ Obsolete
#~ bi-nutrients=Питательный раствор
#~ bi-power-to-rail-pole=Коннектор "Электро-рельсы"
#~ bi-rail-power=Электрические рельсы
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
#~ bi-rail-wood=Деревянные рельсы
#~ bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер
#~ bi-solar-boiler-hidden-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
#~ seedling=Сажанец
#~ Obsolete?
#~ 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]
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
# Added for 0.18.32/1.1.
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.
[fluid-description]
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!
[tile-name]
bi-solar-mat=Солнечный пол
bi-wood-floor=Деревянный пол
[item-group-name]
#~ Bio_Turret_Ammo=Био-Боеприпасы
bio-industries=Био-Индустрия
[ammo-category-name]
Bio_Cannon_Ammo=Bio cannon ammo
Bio_Turret_Ammo=Bio turret ammo
[damage-type-name]
Biological=Биологический
bob-pierce=Бронебойный
[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__
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
#~ [autoplace-control-names]
#~ bi-ground-water=__ENTITY__bi-ground-water__
[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!
[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
# Added for 0.18.32/1.1.
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.
[fluid-description]
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!
[tile-name]
bi-solar-mat=Солнечный пол
bi-wood-floor=Деревянный пол
[item-group-name]
#~ Bio_Turret_Ammo=Био-Боеприпасы
bio-industries=Био-Индустрия
[ammo-category-name]
Bio_Cannon_Ammo=Bio cannon ammo
Bio_Turret_Ammo=Bio turret ammo
[damage-type-name]
Biological=Биологический
bob-pierce=Бронебойный
[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__
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
#~ [autoplace-control-names]
#~ bi-ground-water=__ENTITY__bi-ground-water__
[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!

View file

@ -1,43 +1,43 @@
[mod-setting-name]
BI_Bio_Cannon=Включить: Прототип артиллерии
BI_Bio_Fuel=Включить: Производство биотоплива
# Added for 0.18.32/1.1.
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
BI_Enable_gvv_support=Compatibility: Add support for GVV
BI_Game_Tweaks_Bot=Твики игры: Дроны
BI_Game_Tweaks_Disassemble=Твики игры: Разборка элементов
BI_Game_Tweaks_Emissions_Multiplier=Твики игры: Множители выбросов топлива
BI_Game_Tweaks_Player=Твики игры: Игрок
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
BI_Game_Tweaks_Recipe=Твики игры: Рецепт
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_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!
#~ 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_Solar_Additions=Включить: Био дополнения
[mod-setting-description]
BI_Bio_Cannon=Прототип артиллерии очень мощный, но стреляет только по гнездам
# 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=Включает производство нефтяной продукции используя биотопливо
# 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_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_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_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_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_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
# 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!
BI_Solar_Additions=Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.
[mod-setting-name]
BI_Bio_Cannon=Включить: Прототип артиллерии
BI_Bio_Fuel=Включить: Производство биотоплива
# Added for 0.18.32/1.1.
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
BI_Enable_gvv_support=Compatibility: Add support for GVV
BI_Game_Tweaks_Bot=Твики игры: Дроны
BI_Game_Tweaks_Disassemble=Твики игры: Разборка элементов
BI_Game_Tweaks_Emissions_Multiplier=Твики игры: Множители выбросов топлива
BI_Game_Tweaks_Player=Твики игры: Игрок
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
BI_Game_Tweaks_Recipe=Твики игры: Рецепт
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_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!
#~ 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_Solar_Additions=Включить: Био дополнения
[mod-setting-description]
BI_Bio_Cannon=Прототип артиллерии очень мощный, но стреляет только по гнездам
# 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=Включает производство нефтяной продукции используя биотопливо
# 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_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_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_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_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_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
# 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!
BI_Solar_Additions=Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.

View file

@ -1,148 +1,148 @@
[recipe-description]
## Production
bi-adv-fertilizer-1=Лучше, чем обычное Удобрение
bi-adv-fertilizer-2=Лучше, чем обычное Удобрение
bi-fertilizer-1=Позволяет растениям расти быстрее
bi-fertilizer-2=Позволяет растениям расти быстрее (гидроксид натрия)
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=__ITEM__bi-adv-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-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-gas-processing=Inefficient gas extraction
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-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-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-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-seedling-1=Производит 40 саженцев
bi-seedling-2=Производит 60 саженцев
bi-seedling-3=Производит 90 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-basic=Засаживает деревьями большую территорию 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-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!
## Resources
bi-ash-1=Сжигайте Древесину, получайте Пепел!
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-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-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-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
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-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-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-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-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
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.
# 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-resin-pulp=Переработайте Древесные опилки на Смолу
bi-resin-wood=Переработайте Древесину на Смолу
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
bi-woodpulp=Переработать Древесину в Древесные опилки
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-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
#~ bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
bi-sulfur=Био-сера
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
## Disassemble
bi-disassemble-recipes=Some of the raw material can be reused.
## Compatibility with other mods
## angelsrefining
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
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
## Industrial Revolution
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__.
#~ # 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-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-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-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-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-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-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения
#~ bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов
#~ bi-burner-inserter-disassemble=С небольшой потерей материалов
#~ bi-burner-mining-drill-disassemble=С небольшой потерей материалов
#~ bi-bio-greenhouse=Теплица производит семена и саженцы
#~ bi-long-handed-inserter-disassemble=С небольшой потерей материалов
#~ bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
#~ 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-steel-furnace-disassemble=С небольшой потерей материалов
#~ bi-stone-furnace-disassemble=С небольшой потерей материалов
[recipe-description]
## Production
bi-adv-fertilizer-1=Лучше, чем обычное Удобрение
bi-adv-fertilizer-2=Лучше, чем обычное Удобрение
bi-fertilizer-1=Позволяет растениям расти быстрее
bi-fertilizer-2=Позволяет растениям расти быстрее (гидроксид натрия)
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=__ITEM__bi-adv-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-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-gas-processing=Inefficient gas extraction
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-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-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-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-seedling-1=Производит 40 саженцев
bi-seedling-2=Производит 60 саженцев
bi-seedling-3=Производит 90 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-basic=Засаживает деревьями большую территорию 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-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!
## Resources
bi-ash-1=Сжигайте Древесину, получайте Пепел!
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-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-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-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
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-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-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-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-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
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.
# 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-resin-pulp=Переработайте Древесные опилки на Смолу
bi-resin-wood=Переработайте Древесину на Смолу
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
bi-woodpulp=Переработать Древесину в Древесные опилки
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-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
#~ bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
bi-sulfur=Био-сера
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
## Disassemble
bi-disassemble-recipes=Some of the raw material can be reused.
## Compatibility with other mods
## angelsrefining
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
## angelspetrochem
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-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
## Industrial Revolution
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__.
#~ # 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-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-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-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-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-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-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения
#~ bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов
#~ bi-burner-inserter-disassemble=С небольшой потерей материалов
#~ bi-burner-mining-drill-disassemble=С небольшой потерей материалов
#~ bi-bio-greenhouse=Теплица производит семена и саженцы
#~ bi-long-handed-inserter-disassemble=С небольшой потерей материалов
#~ bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
#~ 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-steel-furnace-disassemble=С небольшой потерей материалов
#~ bi-stone-furnace-disassemble=С небольшой потерей материалов

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@ -1,175 +1,175 @@
[recipe-name]
## Production
bi-adv-fertilizer-1=Продвинутое удобрение
bi-adv-fertilizer-2=Продвинутое удобрение
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
bi-fertilizer-1=Удобрение
bi-fertilizer-2=Удобрение
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
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-basic-gas-processing=Basic gas processing
bi-battery=Биоаккумулятор
bi-rail-wood-to-concrete=Улучшенные деревянные рельсы
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
#~ bi-biomass-2=Replicate Algae biomass
#~ bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
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-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-logs-1=Базовое производство дерева
bi-logs-2=Производство дерева Mk2
bi-logs-3=Продвинутое производство дерева
bi-logs-4=Супер производство дерева
## Resources
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-pellet-coke=Коксовые паллеты из твердого топлива
bi-pellet-coke-2=Угольные паллеты из Углерода
bi-solid-fuel=Твердое топливо из деревянных топливных брикетов
bi-wood-fuel-brick=Деревянные брикеты
#bi-crushed-stone-1=Измельченный камень
#bi-crushed-stone-2=Измельченный камень
#bi-crushed-stone-3=Измельченный камень
#bi-crushed-stone-4=Измельчённый камень из Железобетона
#bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
bi-crushed-stone-1=__ITEM__stone-crushed__ из __ITEM__stone__
bi-crushed-stone-2=__ITEM__stone-crushed__ из __ITEM__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-5=__ITEM__stone-crushed__ из __ITEM__refined-hazard-concrete__
bi-stone-brick=Био-Каменный блок
bi-purified-air-1=Очистка воздуха
bi-purified-air-2=Очистка воздуха Mk2
bi-resin-pulp=Смола
bi-resin-wood=Смола
bi-woodpulp=Древесные опилки
bi-wood-from-pulp=Дерево из Древесных опилок
bi-acid=Био-кислота
bi-liquid-air=Сжиженный воздух
bi-nitrogen=Азот
bi-sulfur=Био-сера
bi-plastic-1=Биопластик 1
bi-plastic-2=Биопластик 2
## Disassemble
bi-burner-inserter-disassemble=Разборка твердотопливного манипулятора
bi-burner-mining-drill-disassemble=Разборка твердотопливного бура
bi-long-handed-inserter-disassemble=Разборка длинного манипулятора
bi-steel-furnace-disassemble=Разборка стальной печи
bi-stone-furnace-disassemble=Разборка каменной печи
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=Получение воды и серных отходов
bi-slag-slurry=Сжиженный шлак
## angelspetrochem
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-sulfur-angels=Био-сера
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Прессование древесины
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__ из __ITEM__stone__
bi-crushed-stone-2_IR=__ITEM__gravel__ из __ITEM__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-5_IR=__ITEM__gravel__ из __ITEM__refined-hazard-concrete__
#~ 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-production-science-pack=Производственный научный пакет
# 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-bio-accumulator=Аккумулятор огромной емкости
#~ bi-arboretum=Терраформер
#~ 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-bio-reactor=Биореактор
#~ bi-bio-boiler=Биобойлер
#~ bi-cokery=Коксовая печь
#~ 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-wood-pipe-to-ground=Подземная деревянная труба
#~ bi-power-to-rail-pole=Рельса с разъемом питания
#~ bi-production-science-pack=Production science pack
#~ bi-rail-power=Электрические рельсы
#~ bi-rail-wood=Деревянные рельсы
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
#~ bi-seedling=Саженец
#~ bi-solar-boiler=Солнечная электростанция и бойлер
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер
#~ bi-solar-mat=Пол Илона Маска
#~ bi-stone-crusher=Измельченный камень
#~ bi-wood-pipe=Деревянная труба
#~ bi-wooden-fence=Деревянный забор
#~ wooden-chest=Деревянный ящик
[recipe-name]
## Production
bi-adv-fertilizer-1=Продвинутое удобрение
bi-adv-fertilizer-2=Продвинутое удобрение
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
bi-fertilizer-1=Удобрение
bi-fertilizer-2=Удобрение
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
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-basic-gas-processing=Basic gas processing
bi-battery=Биоаккумулятор
bi-rail-wood-to-concrete=Улучшенные деревянные рельсы
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
#~ bi-biomass-2=Replicate Algae biomass
#~ bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
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-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-logs-1=Базовое производство дерева
bi-logs-2=Производство дерева Mk2
bi-logs-3=Продвинутое производство дерева
bi-logs-4=Супер производство дерева
## Resources
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-pellet-coke=Коксовые паллеты из твердого топлива
bi-pellet-coke-2=Угольные паллеты из Углерода
bi-solid-fuel=Твердое топливо из деревянных топливных брикетов
bi-wood-fuel-brick=Деревянные брикеты
#bi-crushed-stone-1=Измельченный камень
#bi-crushed-stone-2=Измельченный камень
#bi-crushed-stone-3=Измельченный камень
#bi-crushed-stone-4=Измельчённый камень из Железобетона
#bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
bi-crushed-stone-1=__ITEM__stone-crushed__ из __ITEM__stone__
bi-crushed-stone-2=__ITEM__stone-crushed__ из __ITEM__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-5=__ITEM__stone-crushed__ из __ITEM__refined-hazard-concrete__
bi-stone-brick=Био-Каменный блок
bi-purified-air-1=Очистка воздуха
bi-purified-air-2=Очистка воздуха Mk2
bi-resin-pulp=Смола
bi-resin-wood=Смола
bi-woodpulp=Древесные опилки
bi-wood-from-pulp=Дерево из Древесных опилок
bi-acid=Био-кислота
bi-liquid-air=Сжиженный воздух
bi-nitrogen=Азот
bi-sulfur=Био-сера
bi-plastic-1=Биопластик 1
bi-plastic-2=Биопластик 2
## Disassemble
bi-burner-inserter-disassemble=Разборка твердотопливного манипулятора
bi-burner-mining-drill-disassemble=Разборка твердотопливного бура
bi-long-handed-inserter-disassemble=Разборка длинного манипулятора
bi-steel-furnace-disassemble=Разборка стальной печи
bi-stone-furnace-disassemble=Разборка каменной печи
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=Получение воды и серных отходов
bi-slag-slurry=Сжиженный шлак
## angelspetrochem
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-sulfur-angels=Био-сера
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Прессование древесины
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__ из __ITEM__stone__
bi-crushed-stone-2_IR=__ITEM__gravel__ из __ITEM__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-5_IR=__ITEM__gravel__ из __ITEM__refined-hazard-concrete__
#~ 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-production-science-pack=Производственный научный пакет
# 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-bio-accumulator=Аккумулятор огромной емкости
#~ bi-arboretum=Терраформер
#~ 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-bio-reactor=Биореактор
#~ bi-bio-boiler=Биобойлер
#~ bi-cokery=Коксовая печь
#~ 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-wood-pipe-to-ground=Подземная деревянная труба
#~ bi-power-to-rail-pole=Рельса с разъемом питания
#~ bi-production-science-pack=Production science pack
#~ bi-rail-power=Электрические рельсы
#~ bi-rail-wood=Деревянные рельсы
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
#~ bi-seedling=Саженец
#~ bi-solar-boiler=Солнечная электростанция и бойлер
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер
#~ bi-solar-mat=Пол Илона Маска
#~ bi-stone-crusher=Измельченный камень
#~ bi-wood-pipe=Деревянная труба
#~ bi-wooden-fence=Деревянный забор
#~ wooden-chest=Деревянный ящик

View file

@ -1,19 +1,19 @@
[technology-name]
bi-tech-advanced-biotechnology=Продвинутая биотехнология
bi-tech-bio-cannon=Прототип артиллерии
bi-tech-bio-farming=Биоферма
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-fertilizer=Удобрение
bi-tech-organic-plastic=Органический пластик
[technology-description]
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-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-fertilizer=Используя удобрения, вы сможете получить значительно больше из рецептов
bi-tech-organic-plastic=Производство пластика используя органические материалы
[technology-name]
bi-tech-advanced-biotechnology=Продвинутая биотехнология
bi-tech-bio-cannon=Прототип артиллерии
bi-tech-bio-farming=Биоферма
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-fertilizer=Удобрение
bi-tech-organic-plastic=Органический пластик
[technology-description]
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-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-fertilizer=Используя удобрения, вы сможете получить значительно больше из рецептов
bi-tech-organic-plastic=Производство пластика используя органические материалы

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -1,78 +1,78 @@
-- 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
-- easier shuffling!
return {
-- "bi-tech-coal-processing-1"
{
{
type = "unlock-recipe",
recipe = "bi-charcoal-1"
},
{
type = "unlock-recipe",
recipe = "bi-charcoal-2"
},
{
type = "unlock-recipe",
recipe = "bi-ash-2"
},
{
type = "unlock-recipe",
recipe = "bi-ash-1"
},
{
type = "unlock-recipe",
recipe = "bi-wood-fuel-brick"
},
{
type = "unlock-recipe",
recipe = "bi-seed-2"
},
{
type = "unlock-recipe",
recipe = "bi-seedling-2"
},
{
type = "unlock-recipe",
recipe = "bi-logs-2"
},
{
type = "unlock-recipe",
recipe = "bi-cokery"
},
},
-- "bi-tech-coal-processing-2"
{
{
type = "unlock-recipe",
recipe = "bi-coal-1"
},
{
type = "unlock-recipe",
recipe = "bi-pellet-coke"
},
-- Moved here from "bi-tech-coal-processing-1" (0.18.29):
{
type = "unlock-recipe",
recipe = "bi-solid-fuel"
},
{
type = "unlock-recipe",
recipe = "bi-stone-brick"
},
},
-- "bi-tech-coal-processing-3"
{
{
type = "unlock-recipe",
recipe = "bi-coal-2"
},
{
type = "unlock-recipe",
recipe = "bi-coke-coal"
},
},
}
-- 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
-- easier shuffling!
return {
-- "bi-tech-coal-processing-1"
{
{
type = "unlock-recipe",
recipe = "bi-charcoal-1"
},
{
type = "unlock-recipe",
recipe = "bi-charcoal-2"
},
{
type = "unlock-recipe",
recipe = "bi-ash-2"
},
{
type = "unlock-recipe",
recipe = "bi-ash-1"
},
{
type = "unlock-recipe",
recipe = "bi-wood-fuel-brick"
},
{
type = "unlock-recipe",
recipe = "bi-seed-2"
},
{
type = "unlock-recipe",
recipe = "bi-seedling-2"
},
{
type = "unlock-recipe",
recipe = "bi-logs-2"
},
{
type = "unlock-recipe",
recipe = "bi-cokery"
},
},
-- "bi-tech-coal-processing-2"
{
{
type = "unlock-recipe",
recipe = "bi-coal-1"
},
{
type = "unlock-recipe",
recipe = "bi-pellet-coke"
},
-- Moved here from "bi-tech-coal-processing-1" (0.18.29):
{
type = "unlock-recipe",
recipe = "bi-solid-fuel"
},
{
type = "unlock-recipe",
recipe = "bi-stone-brick"
},
},
-- "bi-tech-coal-processing-3"
{
{
type = "unlock-recipe",
recipe = "bi-coal-2"
},
{
type = "unlock-recipe",
recipe = "bi-coke-coal"
},
},
}

View file

@ -1,440 +1,440 @@
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
data:extend({
{
type = "recipe",
name = "bi-pellet-coke-2",
icon = ICONPATH .. "pellet_coke_b.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "pellet_coke_b.png",
icon_size = 64,
}
},
category = "biofarm-mod-smelting",
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-g[bi-coke-coal]-2",
energy_required = 4,
ingredients = {},
results = {{type="item", name="pellet-coke", amount=1}},
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
enabled = false,
},
-- fertilizer from sodium-hydroxide--
{
type = "recipe",
name = "bi-fertilizer-2",
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
icon_size = 64,
}
},
category = "chemistry",
energy_required = 5,
ingredients = {
{type = "fluid", name = "nitrogen", amount = 10},
{type = "item", name = "bi-ash", amount = 10}
},
results = {
{type = "item", name = "fertilizer", amount = 5}
},
enabled = false,
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
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]",
},
})
---- Resin
if not data.raw.item["resin"] then
data:extend({
--- Resin Item
{
type = "item",
name = "resin",
icon = ICONPATH .. "bi_resin.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_resin.png",
icon_size = 64,
}
},
icon_mipmaps = 4,
pictures = {
{ 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_3.png", scale = 0.2 },
{ size = 64, filename = ICONPATHMIPS.."Resin_4.png", scale = 0.2 }
},
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-bb[bi-resin]",
stack_size = 200
},
--- Resin recipe - Wood
{
type = "recipe",
name = "bi-resin-wood",
localised_name = {"recipe-name.bi-resin-wood"},
localised_description = {"recipe-description.bi-resin-wood"},
icon = ICONPATH .. "bi_resin_wood.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_resin_wood.png",
icon_size = 64,
}
},
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-bb[bi-2-resin-2-wood]",
enabled = false,
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
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
energy_required = 1,
ingredients = {
{type = "item", name = "wood", amount = 1}
},
results = {{type="item", name="resin", amount=1}},
main_procuct = "",
-- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2",
},
})
-- 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.
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)
end
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)
end
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_size = 64
end
-- Pellet-Coke from Carbon - Bobs & Angels
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})
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-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"].icon = ICONPATH .. "pellet_coke_c.png"
data.raw.recipe["bi-pellet-coke"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
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})
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-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"].icon = ICONPATH .. "pellet_coke_c.png"
data.raw.recipe["bi-pellet-coke"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
end
-- Update Wood Bricks icon to Angels
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_size = 32
data.raw.recipe["bi-wood-fuel-brick"].icons = {
{
icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png",
icon_size = 32,
}
}
data.raw.item["wood-bricks"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png"
data.raw.item["wood-bricks"].icon_size = 32
end
--- Add fertilizer recipes if bob's or Angels
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.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_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
elseif data.raw.item["sodium-hydroxide"] and mods["bobplates"] then
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {
type = "item",
name = "sodium-hydroxide",
amount = 10
})
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
end
-- 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
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-biomass-2", "liquid-air", "gas-compressed-air")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "gas-compressed-air")
end
-- If Angels, replace icons for biomass-conversion-2 and bi_basic_gas_processing
if mods["angelspetrochem"] then
local conversion = data.raw.recipe["bi-biomass-conversion-2"]
conversion.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_description = {"recipe-description.bi-biomass-conversion-2-methane"}
local gas_processing = data.raw.recipe["bi-basic-gas-processing"]
gas_processing.icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
gas_processing.icons[1].icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
end
-- If Angels, replace water with water-yellow-waste
if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then
-- Replace water with water-yellow-waste in Algae Biomass conversion 4
thxbob.lib.recipe.remove_result("bi-biomass-conversion-4", "water")
thxbob.lib.recipe.add_result("bi-biomass-conversion-4", {
type = "fluid",
name = "water-yellow-waste",
amount = 40
})
-- Change recipe localizations
data.raw.recipe["bi-biomass-conversion-4"].localised_name =
{"recipe-name.bi-biomass-conversion-4-yellow-waste"}
data.raw.recipe["bi-biomass-conversion-4"].localised_description =
{"recipe-description.bi-biomass-conversion-4-yellow-waste"}
end
-- Krastorio
if mods["Krastorio"] then
-- 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-2", "nitrogen", "k-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "k-oxygen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "k-oxygen")
end
-- Krastorio2
if mods["Krastorio2"] then
-- 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-3", "liquid-air", "oxygen")
end
--- Make Bio Farm use glass if Bob's
if data.raw.item.glass then
thxbob.lib.recipe.replace_ingredient("bi-bio-farm", "copper-cable", "glass")
end
--- Adding in some recipe's to use up Wood Pulp (Ash and Charcoal) and Crushed Stone
if mods["angelsrefining"] then
data:extend({
-- Charcoal and Crushed Stone Sink
{
type = "recipe",
name = "bi-mineralized-sulfuric-waste",
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
icon_size = 64,
}
},
category = "liquifying",
subgroup = "water-treatment",
energy_required = 2,
ingredients = {
{type = "fluid", name = "water-purified", amount = 100},
{type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "wood-charcoal", amount = 30},
},
results= {
{type = "fluid", name = "water-yellow-waste", amount = 40},
{type = "fluid", name = "water-mineralized", amount = 60},
},
enabled = false,
allow_as_intermediate = false,
always_show_made_in = true,
allow_decomposition = false,
order = "a[water-water-mineralized]-2",
},
-- Ash and Crushed Stone Sink
{
type = "recipe",
name = "bi-slag-slurry",
icon = ICONPATH .. "bi_slurry.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_slurry.png",
icon_size = 64,
}
},
category = "liquifying",
subgroup = "liquifying",
energy_required = 4,
ingredients = {
{type = "fluid", name = "water-saline", amount = 50},
{type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "bi-ash", amount = 40},
},
results = {
{type = "fluid", name = "slag-slurry", amount = 100},
},
enabled = false,
allow_as_intermediate = false,
always_show_made_in = true,
allow_decomposition = false,
order = "i [slag-processing-dissolution]-2",
},
})
thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste")
thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry")
end
--- Alternative Wooden-Board Recipe for Bob's Electronics
if data.raw.item["wooden-board"] and mods["bobelectronics"] then
data:extend({
-- Wood - Press Wood
{
type = "recipe",
name = "bi-press-wood",
localised_name = {"recipe-name.bi-press-wood"},
icon = ICONPATH .. "bi_wooden_board.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_wooden_board.png",
icon_size = 64,
}
},
subgroup = "bob-boards",
order = "c-a1[wooden-board]",
category = "electronics",
energy_required = 1,
enabled = false,
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
ingredients = {
{type = "item", name = "bi-woodpulp", amount = 3},
{type = "item", name = "resin", amount = 1},
},
results = {
{type = "item", name = "wooden-board", amount = 6}
},
-- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2",
},
})
thxbob.lib.tech.add_recipe_unlock("electronics", "bi-press-wood")
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_size = 64
end
end
-- Replace Angels Charcoal Icon
if data.raw.recipe["wood-charcoal"] then
data.raw.recipe["wood-charcoal"].icon = ICONPATH .. "charcoal_pellets.png"
data.raw.recipe["wood-charcoal"].icon_size = 64
data.raw.recipe["wood-charcoal"].category = "biofarm-mod-smelting"
data.raw.item["wood-charcoal"].icon = ICONPATH .. "charcoal.png"
data.raw.item["wood-charcoal"].icon_size = 64
data.raw.item["wood-charcoal"].fuel_emissions_multiplier = 1.05
end
-- Add recipe for sand from crushed stone if any other mod provides sand
if data.raw.item["sand"] or
data.raw.item["biotech-sand"] or
data.raw.item["solid-sand"] then
BioInd.writeDebug("Generating recipe for sand from crushed stone!")
-- General recipe for sand (will be adjusted later if necessary)
data:extend({
{
type = "recipe",
name = "bi-sand",
icons = {
{
icon = ICONPATH .. "sand-aai.png",
icon_size = 64,
mip_maps = 1,
}
},
category = "biofarm-mod-crushing",
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-z[bi-9-sand]",
energy_required = 1,
ingredients = {{type="item", name="stone-crushed", amount=2}},
results = {{type="item", name="sand", amount=5}},
main_product = "",
enabled = false,
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
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
},
})
local recipe = data.raw.recipe["bi-sand"]
-- Adjust result for BioTech
if mods["BioTech"] then
BioInd.writeDebug("Adjusting result for \"BioTech\"")
recipe.result = "biotech-sand"
-- Adjust result for Angel's
elseif mods["angelsrefining"] then
-- Adjust result
BioInd.writeDebug("Adjusting result for \"angelsrefining\"")
recipe.result = "solid-sand"
-- Adjust icon for Krastorio
elseif mods["Krastorio2"] or mods["Krastorio"] then
BioInd.writeDebug("Using Krastorio icon …")
recipe.icons[1].icon = ICONPATH .. "sand-Krastorio.png"
end
-- Add recipe to technology
BioInd.writeDebug("Add unlock for recipe bi-sand")
thxbob.lib.tech.add_recipe_unlock("steel-processing", "bi-sand")
-- Use alternative descriptions for stone crusher!
BioInd.writeDebug("Using alternative descriptions for \"bi-stone-crusher\"!")
for _, t in ipairs({"furnace", "item", "recipe"}) do
data.raw[t]["bi-stone-crusher"].localised_description =
{"entity-description.bi-stone-crusher-sand"}
end
end
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
data:extend({
{
type = "recipe",
name = "bi-pellet-coke-2",
icon = ICONPATH .. "pellet_coke_b.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "pellet_coke_b.png",
icon_size = 64,
}
},
category = "biofarm-mod-smelting",
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-g[bi-coke-coal]-2",
energy_required = 4,
ingredients = {},
results = {{type="item", name="pellet-coke", amount=1}},
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
enabled = false,
},
-- fertilizer from sodium-hydroxide--
{
type = "recipe",
name = "bi-fertilizer-2",
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
icon_size = 64,
}
},
category = "chemistry",
energy_required = 5,
ingredients = {
{type = "fluid", name = "nitrogen", amount = 10},
{type = "item", name = "bi-ash", amount = 10}
},
results = {
{type = "item", name = "fertilizer", amount = 5}
},
enabled = false,
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
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]",
},
})
---- Resin
if not data.raw.item["resin"] then
data:extend({
--- Resin Item
{
type = "item",
name = "resin",
icon = ICONPATH .. "bi_resin.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_resin.png",
icon_size = 64,
}
},
icon_mipmaps = 4,
pictures = {
{ 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_3.png", scale = 0.2 },
{ size = 64, filename = ICONPATHMIPS.."Resin_4.png", scale = 0.2 }
},
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-bb[bi-resin]",
stack_size = 200
},
--- Resin recipe - Wood
{
type = "recipe",
name = "bi-resin-wood",
localised_name = {"recipe-name.bi-resin-wood"},
localised_description = {"recipe-description.bi-resin-wood"},
icon = ICONPATH .. "bi_resin_wood.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_resin_wood.png",
icon_size = 64,
}
},
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-bb[bi-2-resin-2-wood]",
enabled = false,
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
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
energy_required = 1,
ingredients = {
{type = "item", name = "wood", amount = 1}
},
results = {{type="item", name="resin", amount=1}},
main_procuct = "",
-- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2",
},
})
-- 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.
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)
end
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)
end
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_size = 64
end
-- Pellet-Coke from Carbon - Bobs & Angels
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})
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-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"].icon = ICONPATH .. "pellet_coke_c.png"
data.raw.recipe["bi-pellet-coke"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
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})
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-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"].icon = ICONPATH .. "pellet_coke_c.png"
data.raw.recipe["bi-pellet-coke"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
end
-- Update Wood Bricks icon to Angels
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_size = 32
data.raw.recipe["bi-wood-fuel-brick"].icons = {
{
icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png",
icon_size = 32,
}
}
data.raw.item["wood-bricks"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png"
data.raw.item["wood-bricks"].icon_size = 32
end
--- Add fertilizer recipes if bob's or Angels
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.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_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
elseif data.raw.item["sodium-hydroxide"] and mods["bobplates"] then
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {
type = "item",
name = "sodium-hydroxide",
amount = 10
})
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
end
-- 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
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-biomass-2", "liquid-air", "gas-compressed-air")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "gas-compressed-air")
end
-- If Angels, replace icons for biomass-conversion-2 and bi_basic_gas_processing
if mods["angelspetrochem"] then
local conversion = data.raw.recipe["bi-biomass-conversion-2"]
conversion.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_description = {"recipe-description.bi-biomass-conversion-2-methane"}
local gas_processing = data.raw.recipe["bi-basic-gas-processing"]
gas_processing.icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
gas_processing.icons[1].icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
end
-- If Angels, replace water with water-yellow-waste
if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then
-- Replace water with water-yellow-waste in Algae Biomass conversion 4
thxbob.lib.recipe.remove_result("bi-biomass-conversion-4", "water")
thxbob.lib.recipe.add_result("bi-biomass-conversion-4", {
type = "fluid",
name = "water-yellow-waste",
amount = 40
})
-- Change recipe localizations
data.raw.recipe["bi-biomass-conversion-4"].localised_name =
{"recipe-name.bi-biomass-conversion-4-yellow-waste"}
data.raw.recipe["bi-biomass-conversion-4"].localised_description =
{"recipe-description.bi-biomass-conversion-4-yellow-waste"}
end
-- Krastorio
if mods["Krastorio"] then
-- 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-2", "nitrogen", "k-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "k-oxygen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "k-oxygen")
end
-- Krastorio2
if mods["Krastorio2"] then
-- 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-3", "liquid-air", "oxygen")
end
--- Make Bio Farm use glass if Bob's
if data.raw.item.glass then
thxbob.lib.recipe.replace_ingredient("bi-bio-farm", "copper-cable", "glass")
end
--- Adding in some recipe's to use up Wood Pulp (Ash and Charcoal) and Crushed Stone
if mods["angelsrefining"] then
data:extend({
-- Charcoal and Crushed Stone Sink
{
type = "recipe",
name = "bi-mineralized-sulfuric-waste",
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
icon_size = 64,
}
},
category = "liquifying",
subgroup = "water-treatment",
energy_required = 2,
ingredients = {
{type = "fluid", name = "water-purified", amount = 100},
{type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "wood-charcoal", amount = 30},
},
results= {
{type = "fluid", name = "water-yellow-waste", amount = 40},
{type = "fluid", name = "water-mineralized", amount = 60},
},
enabled = false,
allow_as_intermediate = false,
always_show_made_in = true,
allow_decomposition = false,
order = "a[water-water-mineralized]-2",
},
-- Ash and Crushed Stone Sink
{
type = "recipe",
name = "bi-slag-slurry",
icon = ICONPATH .. "bi_slurry.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_slurry.png",
icon_size = 64,
}
},
category = "liquifying",
subgroup = "liquifying",
energy_required = 4,
ingredients = {
{type = "fluid", name = "water-saline", amount = 50},
{type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "bi-ash", amount = 40},
},
results = {
{type = "fluid", name = "slag-slurry", amount = 100},
},
enabled = false,
allow_as_intermediate = false,
always_show_made_in = true,
allow_decomposition = false,
order = "i [slag-processing-dissolution]-2",
},
})
thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste")
thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry")
end
--- Alternative Wooden-Board Recipe for Bob's Electronics
if data.raw.item["wooden-board"] and mods["bobelectronics"] then
data:extend({
-- Wood - Press Wood
{
type = "recipe",
name = "bi-press-wood",
localised_name = {"recipe-name.bi-press-wood"},
icon = ICONPATH .. "bi_wooden_board.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bi_wooden_board.png",
icon_size = 64,
}
},
subgroup = "bob-boards",
order = "c-a1[wooden-board]",
category = "electronics",
energy_required = 1,
enabled = false,
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
ingredients = {
{type = "item", name = "bi-woodpulp", amount = 3},
{type = "item", name = "resin", amount = 1},
},
results = {
{type = "item", name = "wooden-board", amount = 6}
},
-- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2",
},
})
thxbob.lib.tech.add_recipe_unlock("electronics", "bi-press-wood")
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_size = 64
end
end
-- Replace Angels Charcoal Icon
if data.raw.recipe["wood-charcoal"] then
data.raw.recipe["wood-charcoal"].icon = ICONPATH .. "charcoal_pellets.png"
data.raw.recipe["wood-charcoal"].icon_size = 64
data.raw.recipe["wood-charcoal"].category = "biofarm-mod-smelting"
data.raw.item["wood-charcoal"].icon = ICONPATH .. "charcoal.png"
data.raw.item["wood-charcoal"].icon_size = 64
data.raw.item["wood-charcoal"].fuel_emissions_multiplier = 1.05
end
-- Add recipe for sand from crushed stone if any other mod provides sand
if data.raw.item["sand"] or
data.raw.item["biotech-sand"] or
data.raw.item["solid-sand"] then
BioInd.writeDebug("Generating recipe for sand from crushed stone!")
-- General recipe for sand (will be adjusted later if necessary)
data:extend({
{
type = "recipe",
name = "bi-sand",
icons = {
{
icon = ICONPATH .. "sand-aai.png",
icon_size = 64,
mip_maps = 1,
}
},
category = "biofarm-mod-crushing",
subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-z[bi-9-sand]",
energy_required = 1,
ingredients = {{type="item", name="stone-crushed", amount=2}},
results = {{type="item", name="sand", amount=5}},
main_product = "",
enabled = false,
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
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
},
})
local recipe = data.raw.recipe["bi-sand"]
-- Adjust result for BioTech
if mods["BioTech"] then
BioInd.writeDebug("Adjusting result for \"BioTech\"")
recipe.result = "biotech-sand"
-- Adjust result for Angel's
elseif mods["angelsrefining"] then
-- Adjust result
BioInd.writeDebug("Adjusting result for \"angelsrefining\"")
recipe.result = "solid-sand"
-- Adjust icon for Krastorio
elseif mods["Krastorio2"] or mods["Krastorio"] then
BioInd.writeDebug("Using Krastorio icon …")
recipe.icons[1].icon = ICONPATH .. "sand-Krastorio.png"
end
-- Add recipe to technology
BioInd.writeDebug("Add unlock for recipe bi-sand")
thxbob.lib.tech.add_recipe_unlock("steel-processing", "bi-sand")
-- Use alternative descriptions for stone crusher!
BioInd.writeDebug("Using alternative descriptions for \"bi-stone-crusher\"!")
for _, t in ipairs({"furnace", "item", "recipe"}) do
data.raw[t]["bi-stone-crusher"].localised_description =
{"entity-description.bi-stone-crusher-sand"}
end
end

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@ -1,27 +1,27 @@
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
data:extend({
----- Bio-Mass
{
type = "fluid",
name = "bi-biomass",
icon = ICONPATH .. "biomass.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "biomass.png",
icon_size = 64,
}
},
default_temperature = 25,
max_temperature = 100,
heat_capacity = "1kJ",
base_color = {r = 0, g = 0, b = 0},
flow_color = {r = 0.1, g = 1.0, b = 0.0},
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "a[fluid]-b[biomass]"
},
})
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
data:extend({
----- Bio-Mass
{
type = "fluid",
name = "bi-biomass",
icon = ICONPATH .. "biomass.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "biomass.png",
icon_size = 64,
}
},
default_temperature = 25,
max_temperature = 100,
heat_capacity = "1kJ",
base_color = {r = 0, g = 0, b = 0},
flow_color = {r = 0.1, g = 1.0, b = 0.0},
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "a[fluid]-b[biomass]"
},
})

View file

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

View file

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

File diff suppressed because it is too large Load diff

View file

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

View file

@ -1,83 +1,83 @@
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
data:extend(
{
{
type = "technology",
name = "bi-tech-advanced-biotechnology",
icon_size = 128,
icon = ICONPATH .. "Biomass_128.png",
icons = {
{
icon = ICONPATH .. "Biomass_128.png",
icon_size = 128,
}
},
effects = {
{
type = "unlock-recipe",
recipe = "bi-seed-4"
},
{
type = "unlock-recipe",
recipe = "bi-seedling-4"
},
{
type = "unlock-recipe",
recipe = "bi-logs-4"
},
{
type = "unlock-recipe",
recipe = "bi-adv-fertilizer-2"
},
{
type = "unlock-recipe",
recipe = "bi-seed-bomb-advanced"
},
{
type = "unlock-recipe",
recipe = "bi-arboretum-r3"
},
{
type = "unlock-recipe",
recipe = "bi-arboretum-r5"
},
-- 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
-- BI.Settings.BI_Bio_Fuel has been turned off!
{
type = "unlock-recipe",
recipe = "bi-bio-reactor"
},
{
type = "unlock-recipe",
recipe = "bi-biomass-1"
},
-- 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
-- turned off!
{
type = "unlock-recipe",
recipe = "bi-purified-air-2"
},
},
prerequisites = {
"bi-tech-fertilizer"
},
unit = {
count = 200,
ingredients = {
{"automation-science-pack", 1},
{"logistic-science-pack", 1},
{"chemical-science-pack", 1},
},
time = 30
}
},
})
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
data:extend(
{
{
type = "technology",
name = "bi-tech-advanced-biotechnology",
icon_size = 128,
icon = ICONPATH .. "Biomass_128.png",
icons = {
{
icon = ICONPATH .. "Biomass_128.png",
icon_size = 128,
}
},
effects = {
{
type = "unlock-recipe",
recipe = "bi-seed-4"
},
{
type = "unlock-recipe",
recipe = "bi-seedling-4"
},
{
type = "unlock-recipe",
recipe = "bi-logs-4"
},
{
type = "unlock-recipe",
recipe = "bi-adv-fertilizer-2"
},
{
type = "unlock-recipe",
recipe = "bi-seed-bomb-advanced"
},
{
type = "unlock-recipe",
recipe = "bi-arboretum-r3"
},
{
type = "unlock-recipe",
recipe = "bi-arboretum-r5"
},
-- 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
-- BI.Settings.BI_Bio_Fuel has been turned off!
{
type = "unlock-recipe",
recipe = "bi-bio-reactor"
},
{
type = "unlock-recipe",
recipe = "bi-biomass-1"
},
-- 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
-- turned off!
{
type = "unlock-recipe",
recipe = "bi-purified-air-2"
},
},
prerequisites = {
"bi-tech-fertilizer"
},
unit = {
count = 200,
ingredients = {
{"automation-science-pack", 1},
{"logistic-science-pack", 1},
{"chemical-science-pack", 1},
},
time = 30
}
},
})

View file

@ -1,182 +1,182 @@
local default_masks = require("collision-mask-defaults")
local BioInd = require('common')('Bio_Industries_2')
--[[
Big thanks to OwnlyMe and his "Robot Tree Farm" code!
https://mods.factorio.com/mod/robot_tree_farm
License: CC BY-SA 4.0
]]
-- Don't create prototypes for trees in this table!
local ignore_trees = BioInd.get_tree_ignore_list()
BioInd.show("Ignoring these trees", ignore_trees)
local COLLISION_BOX = {{-0.1, -0.1}, {0.1, 0.1}}
local TREE_LEVELS = 4
local extend = {}
local wooden, branch, leaf
for i = 1, TREE_LEVELS do
wooden = table.deepcopy(data.raw["optimized-particle"]["wooden-particle"])
wooden.name = "bio-" .. wooden.name .. "-" .. i
for _, pic in pairs(wooden.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
for _, pic in pairs(wooden.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
branch = table.deepcopy(data.raw["optimized-particle"]["branch-particle"])
branch.name = "bio-" .. branch.name .. "-" .. i
for _, pic in pairs(branch.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
for _, pic in pairs(branch.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
leaf = table.deepcopy(data.raw["optimized-particle"]["leaf-particle"])
leaf.name = "bio-" .. leaf.name .. "-" .. i
for _, pic in pairs(leaf.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
end
for _, pic in pairs(leaf.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
end
data:extend({wooden, branch, leaf})
end
local tree, stump
for id, prototype in pairs(data.raw.tree) do
if prototype.variations and not ignore_trees[id] then
for i = 1, TREE_LEVELS do
tree = table.deepcopy(prototype)
tree.name = "bio-tree-" .. tree.name .. "-" .. i
if i < (TREE_LEVELS-1) then
tree.localised_name = {"bi-misc.growing-tree"}
tree.localised_description = {"bi-misc.growing-tree-desc"}
else
tree.localised_name = {"bi-misc.young-tree"}
tree.localised_description = {"bi-misc.young-tree-desc"}
end
tree.max_health = math.floor(50 * i/TREE_LEVELS)
tree.flags = {"placeable-neutral", "breaths-air"}
tree.collision_mask = table.deepcopy(default_masks["tree"])
tree.autoplace = nil
tree.selection_box = {
{-0.9/TREE_LEVELS * i, -2.2/TREE_LEVELS * i},
{0.9/TREE_LEVELS * i, 0.6/TREE_LEVELS * i}
}
if BI.Settings.BI_Game_Tweaks_Small_Tree_Collisionbox then
tree.collision_box = COLLISION_BOX
end
tree.minable.mining_particle = "bio-wooden-particle-" .. i
-- The longer a tree has grown, the harder it is to mine
tree.minable.mining_time = 0.25 * i
-- 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!
tree.minable.results = {
{
type = "item",
name = (i < TREE_LEVELS) and "seedling" or "wood",
probability = i/TREE_LEVELS,
amount = 1,
}
}
-- minable.result will be ignored by Factorio if minable.results exists, but
-- 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
-- tree.minable.result!
tree.minable.result = nil
for var_id, variation in pairs(tree.variations) do
variation.trunk.scale = (variation.trunk.scale or 1) * i / TREE_LEVELS
if variation.trunk.shift then
variation.trunk.shift[1] = variation.trunk.shift[1]/TREE_LEVELS*i
variation.trunk.shift[2] = variation.trunk.shift[2]/TREE_LEVELS*i
end
-- 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
-- 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),
-- so we should use a limit of i<=2.)
local max = 2
if i <= max then
variation.trunk.layers = {{
filename = "__Bio_Industries_2__/graphics/icons/Seedling_a.png",
priority = "extra-high",
width = 64,
height = 64,
scale = 0.5,
frame_count = 1,
tint= {
r = 0.7-0.5*i/max,
g = 0.7-0.5*i/max,
b = 0.7-0.5*i/max,
a = 0.7-0.5*i/max
}
}}
variation.trunk.frame_count = 1
end
variation.leaves.scale = (variation.leaves.scale or 1) * i / TREE_LEVELS
if variation.leaves.shift then
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
end
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.initial_height = 2/TREE_LEVELS*i
variation.leaf_generation.initial_height_deviation = 1/TREE_LEVELS*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.offset_deviation = {
{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_deviation = 2/TREE_LEVELS*i
variation.branch_generation.entity_name = "bio-branch-particle-" .. i
variation.shadow.scale = (variation.shadow.scale or 1) * i / TREE_LEVELS
if variation.shadow.shift then
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
end
end
stump = table.deepcopy(data.raw.corpse[tree.remains_when_mined])
if stump then
stump.name = "bio-tree-" .. stump.name .. "-" .. i
stump.time_before_removed = 60 * 5 -- 5 secs
tree.remains_when_mined = stump.name
tree.corpse = stump.name
table.insert(extend, tree)
for _, variation in pairs(stump.animation) do
variation.scale = (variation.scale or 1) * i / TREE_LEVELS
variation.shift[1] = variation.shift[1]/TREE_LEVELS*i
variation.shift[2] = variation.shift[2]/TREE_LEVELS*i
end
table.insert(extend, stump)
end
end
end
end
data:extend(extend)
local default_masks = require("collision-mask-defaults")
local BioInd = require('common')('Bio_Industries_2')
--[[
Big thanks to OwnlyMe and his "Robot Tree Farm" code!
https://mods.factorio.com/mod/robot_tree_farm
License: CC BY-SA 4.0
]]
-- Don't create prototypes for trees in this table!
local ignore_trees = BioInd.get_tree_ignore_list()
BioInd.show("Ignoring these trees", ignore_trees)
local COLLISION_BOX = {{-0.1, -0.1}, {0.1, 0.1}}
local TREE_LEVELS = 4
local extend = {}
local wooden, branch, leaf
for i = 1, TREE_LEVELS do
wooden = table.deepcopy(data.raw["optimized-particle"]["wooden-particle"])
wooden.name = "bio-" .. wooden.name .. "-" .. i
for _, pic in pairs(wooden.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
for _, pic in pairs(wooden.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
branch = table.deepcopy(data.raw["optimized-particle"]["branch-particle"])
branch.name = "bio-" .. branch.name .. "-" .. i
for _, pic in pairs(branch.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
for _, pic in pairs(branch.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end
leaf = table.deepcopy(data.raw["optimized-particle"]["leaf-particle"])
leaf.name = "bio-" .. leaf.name .. "-" .. i
for _, pic in pairs(leaf.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
end
for _, pic in pairs(leaf.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
end
data:extend({wooden, branch, leaf})
end
local tree, stump
for id, prototype in pairs(data.raw.tree) do
if prototype.variations and not ignore_trees[id] then
for i = 1, TREE_LEVELS do
tree = table.deepcopy(prototype)
tree.name = "bio-tree-" .. tree.name .. "-" .. i
if i < (TREE_LEVELS-1) then
tree.localised_name = {"bi-misc.growing-tree"}
tree.localised_description = {"bi-misc.growing-tree-desc"}
else
tree.localised_name = {"bi-misc.young-tree"}
tree.localised_description = {"bi-misc.young-tree-desc"}
end
tree.max_health = math.floor(50 * i/TREE_LEVELS)
tree.flags = {"placeable-neutral", "breaths-air"}
tree.collision_mask = table.deepcopy(default_masks["tree"])
tree.autoplace = nil
tree.selection_box = {
{-0.9/TREE_LEVELS * i, -2.2/TREE_LEVELS * i},
{0.9/TREE_LEVELS * i, 0.6/TREE_LEVELS * i}
}
if BI.Settings.BI_Game_Tweaks_Small_Tree_Collisionbox then
tree.collision_box = COLLISION_BOX
end
tree.minable.mining_particle = "bio-wooden-particle-" .. i
-- The longer a tree has grown, the harder it is to mine
tree.minable.mining_time = 0.25 * i
-- 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!
tree.minable.results = {
{
type = "item",
name = (i < TREE_LEVELS) and "seedling" or "wood",
probability = i/TREE_LEVELS,
amount = 1,
}
}
-- minable.result will be ignored by Factorio if minable.results exists, but
-- 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
-- tree.minable.result!
tree.minable.result = nil
for var_id, variation in pairs(tree.variations) do
variation.trunk.scale = (variation.trunk.scale or 1) * i / TREE_LEVELS
if variation.trunk.shift then
variation.trunk.shift[1] = variation.trunk.shift[1]/TREE_LEVELS*i
variation.trunk.shift[2] = variation.trunk.shift[2]/TREE_LEVELS*i
end
-- 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
-- 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),
-- so we should use a limit of i<=2.)
local max = 2
if i <= max then
variation.trunk.layers = {{
filename = "__Bio_Industries_2__/graphics/icons/Seedling_a.png",
priority = "extra-high",
width = 64,
height = 64,
scale = 0.5,
frame_count = 1,
tint= {
r = 0.7-0.5*i/max,
g = 0.7-0.5*i/max,
b = 0.7-0.5*i/max,
a = 0.7-0.5*i/max
}
}}
variation.trunk.frame_count = 1
end
variation.leaves.scale = (variation.leaves.scale or 1) * i / TREE_LEVELS
if variation.leaves.shift then
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
end
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.initial_height = 2/TREE_LEVELS*i
variation.leaf_generation.initial_height_deviation = 1/TREE_LEVELS*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.offset_deviation = {
{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_deviation = 2/TREE_LEVELS*i
variation.branch_generation.entity_name = "bio-branch-particle-" .. i
variation.shadow.scale = (variation.shadow.scale or 1) * i / TREE_LEVELS
if variation.shadow.shift then
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
end
end
stump = table.deepcopy(data.raw.corpse[tree.remains_when_mined])
if stump then
stump.name = "bio-tree-" .. stump.name .. "-" .. i
stump.time_before_removed = 60 * 5 -- 5 secs
tree.remains_when_mined = stump.name
tree.corpse = stump.name
table.insert(extend, tree)
for _, variation in pairs(stump.animation) do
variation.scale = (variation.scale or 1) * i / TREE_LEVELS
variation.shift[1] = variation.shift[1]/TREE_LEVELS*i
variation.shift[2] = variation.shift[2]/TREE_LEVELS*i
end
table.insert(extend, stump)
end
end
end
end
data:extend(extend)

View file

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

View file

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

View file

@ -1,67 +1,67 @@
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
-- 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
-- BI.Settings.BI_Bio_Fuel has been turned off!
data:extend({
--- BioReactor
{
type = "item",
name = "bi-bio-reactor",
icon = ICONPATH .. "bioreactor.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bioreactor.png",
icon_size = 64,
}
},
subgroup = "production-machine",
order = "z[bi]-a[bi-bio-reactor]",
place_result = "bi-bio-reactor",
stack_size = 10
},
})
if BI.Settings.BI_Bio_Fuel then
data:extend({
---- Cellulose
{
type = "item",
name = "bi-cellulose",
icon = ICONPATH .. "cellulose.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "cellulose.png",
icon_size = 64,
}
},
subgroup = "intermediate-product",
order = "b[cellulose]",
stack_size = 200
},
--- Bio Boiler
{
type = "item",
name = "bi-bio-boiler",
icon = ICONPATH .. "bio_boiler.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bio_boiler.png",
icon_size = 64,
}
},
subgroup = "energy",
order = "b[steam-power]-b[boiler]",
place_result = "bi-bio-boiler",
stack_size = 50
},
})
end
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
-- 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
-- BI.Settings.BI_Bio_Fuel has been turned off!
data:extend({
--- BioReactor
{
type = "item",
name = "bi-bio-reactor",
icon = ICONPATH .. "bioreactor.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bioreactor.png",
icon_size = 64,
}
},
subgroup = "production-machine",
order = "z[bi]-a[bi-bio-reactor]",
place_result = "bi-bio-reactor",
stack_size = 10
},
})
if BI.Settings.BI_Bio_Fuel then
data:extend({
---- Cellulose
{
type = "item",
name = "bi-cellulose",
icon = ICONPATH .. "cellulose.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "cellulose.png",
icon_size = 64,
}
},
subgroup = "intermediate-product",
order = "b[cellulose]",
stack_size = 200
},
--- Bio Boiler
{
type = "item",
name = "bi-bio-boiler",
icon = ICONPATH .. "bio_boiler.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bio_boiler.png",
icon_size = 64,
}
},
subgroup = "energy",
order = "b[steam-power]-b[boiler]",
place_result = "bi-bio-boiler",
stack_size = 50
},
})
end

View file

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

File diff suppressed because it is too large Load diff

View file

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

View file

@ -1,79 +1,79 @@
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
require ("util")
--- Bio Garden
data:extend({
{
type = "assembling-machine",
name = "bi-bio-garden",
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
}
},
flags = {"placeable-neutral", "placeable-player", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden"},
fast_replaceable_group = "bi-bio-garden",
max_health = 150,
corpse = "medium-remnants",
collision_box = {{-1.2, -1.2}, {1.2, 1.2}},
selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
fluid_boxes = {
{
production_type = "input",
pipe_picture = assembler3pipepictures(),
pipe_covers = pipecoverspictures(),
volume = 1000,
base_level = -1,
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
},
},
fluid_boxes_off_when_no_fluid_recipe = true,
animation = {
filename = "__Bio_Industries_2__/graphics/entities/biogarden/bio_garden_x.png",
width = 160,
height = 160,
frame_count = 12,
line_length = 4,
animation_speed = 0.025,
shift = {0.45, 0}
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
apparent_volume = 1.5,
},
crafting_categories = {"clean-air"},
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 1.0,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed!
},
energy_usage = "200kW",
ingredient_count = 1,
-- 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
-- is negative, the resulting value is greater than the base value! )
module_specification = {
module_slots = 1
},
-- 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!
allowed_effects = {"consumption", "speed"},
},
})
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
require ("util")
--- Bio Garden
data:extend({
{
type = "assembling-machine",
name = "bi-bio-garden",
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
}
},
flags = {"placeable-neutral", "placeable-player", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden"},
fast_replaceable_group = "bi-bio-garden",
max_health = 150,
corpse = "medium-remnants",
collision_box = {{-1.2, -1.2}, {1.2, 1.2}},
selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
fluid_boxes = {
{
production_type = "input",
pipe_picture = assembler3pipepictures(),
pipe_covers = pipecoverspictures(),
volume = 1000,
base_level = -1,
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
},
},
fluid_boxes_off_when_no_fluid_recipe = true,
animation = {
filename = "__Bio_Industries_2__/graphics/entities/biogarden/bio_garden_x.png",
width = 160,
height = 160,
frame_count = 12,
line_length = 4,
animation_speed = 0.025,
shift = {0.45, 0}
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
apparent_volume = 1.5,
},
crafting_categories = {"clean-air"},
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 1.0,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed!
},
energy_usage = "200kW",
ingredient_count = 1,
-- 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
-- is negative, the resulting value is greater than the base value! )
module_specification = {
module_slots = 1
},
-- 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!
allowed_effects = {"consumption", "speed"},
},
})

View file

@ -1,196 +1,196 @@
------------------------------------------------------------------------------------
-- Create fluid fertilizers, recipes, and unlocks if the setting requires it! --
------------------------------------------------------------------------------------
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local function make_colors(color)
local r, g, b = color.r, color.g, color.b
local black = {r = 0, g = 0, b = 0, a = .25}
local function mult(v, f)
return (v * f) % 1
end
ret = {
base = color,
flow = {r = mult(r, 3), g = mult(g, 3), b = mult(b, 3), a = .25},
primary = {r = r, g = g, b = b, a = .5},
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},
secondary = black,
}
return ret
end
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})
data:extend({
------------------------------------------------------------------------------------
-- FLUIDS --
------------------------------------------------------------------------------------
-- Fertilizer fluid
{
type = "fluid",
name = "bi-fertilizer-fluid",
icon = ICONPATH .. "fluid_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
icons = {
{
icon = ICONPATH .. "fluid_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
}
},
default_temperature = 25,
max_temperature = 100,
heat_capacity = "1kJ",
-- 19cf44
base_color = fertilizer_fluid_colors.base,
flow_color = fertilizer_fluid_colors.flow,
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "a[fluid]-b[fertilizer]"
},
-- Advanced fertilizer fluid
{
type = "fluid",
name = "bi-adv-fertilizer-fluid",
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
icons = {
{
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
}
},
default_temperature = 25,
max_temperature = 100,
heat_capacity = "1kJ",
--00ff12
base_color = adv_fertilizer_fluid_colors.base,
flow_color = adv_fertilizer_fluid_colors.flow,
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "a[fluid]-b[fertilizer-advanced]"
},
------------------------------------------------------------------------------------
-- RECIPES --
------------------------------------------------------------------------------------
-- Fertilizer fluid
{
type = "recipe",
name = "bi-fertilizer-fluid",
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
icon_size = 64,
}
},
category = "chemistry",
energy_required = 5,
ingredients = {
{type = "item", name = "fertilizer", amount = 3},
{type = "fluid", name = "water", amount = 100},
},
results = {
{type = "fluid", name = "bi-fertilizer-fluid", amount = 100}
},
main_product = "",
enabled = false,
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-1]",
crafting_machine_tint = {
-- Kettle
primary = fertilizer_fluid_colors.primary,
secondary = fertilizer_fluid_colors.secondary,
-- Chimney
tertiary = fertilizer_fluid_colors.tertiary,
quaternary = fertilizer_fluid_colors.quaternary,
},
},
-- Advanced fertilizer fluid
{
type = "recipe",
name = "bi-adv-fertilizer-fluid",
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
icon_size = 64,
}
},
category = "chemistry",
energy_required = 5,
ingredients = {
{type = "item", name = "bi-adv-fertilizer", amount = 3},
{type = "fluid", name = "water", amount = 100},
},
results = {
{type = "fluid", name = "bi-adv-fertilizer-fluid", amount = 100}
},
main_product = "",
enabled = false,
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-2]",
crafting_machine_tint = {
primary = adv_fertilizer_fluid_colors.primary,
secondary = adv_fertilizer_fluid_colors.secondary,
-- Chimney
tertiary = adv_fertilizer_fluid_colors.tertiary,
quaternary = adv_fertilizer_fluid_colors.quaternary,
},
},
})
------------------------------------------------------------------------------------
-- UNLOCKS --
------------------------------------------------------------------------------------
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-advanced-biotechnology", "bi-adv-fertilizer-fluid")
------------------------------------------------------------------------------------
-- CHANGE RECIPES --
------------------------------------------------------------------------------------
-- Purified air (fertilizer)
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "fertilizer")
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "water")
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-1", {
type = "fluid",
name = "bi-fertilizer-fluid",
amount = 50
})
data.raw.recipe["bi-purified-air-1"].localised_description = {"recipe-description.bi-purified-air-1-fluid"}
-- 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", "water")
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-2", {
type = "fluid",
name = "bi-adv-fertilizer-fluid",
amount = 50
})
data.raw.recipe["bi-purified-air-2"].localised_description = {"recipe-description.bi-purified-air-2-fluid"}
------------------------------------------------------------------------------------
-- Create fluid fertilizers, recipes, and unlocks if the setting requires it! --
------------------------------------------------------------------------------------
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local function make_colors(color)
local r, g, b = color.r, color.g, color.b
local black = {r = 0, g = 0, b = 0, a = .25}
local function mult(v, f)
return (v * f) % 1
end
ret = {
base = color,
flow = {r = mult(r, 3), g = mult(g, 3), b = mult(b, 3), a = .25},
primary = {r = r, g = g, b = b, a = .5},
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},
secondary = black,
}
return ret
end
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})
data:extend({
------------------------------------------------------------------------------------
-- FLUIDS --
------------------------------------------------------------------------------------
-- Fertilizer fluid
{
type = "fluid",
name = "bi-fertilizer-fluid",
icon = ICONPATH .. "fluid_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
icons = {
{
icon = ICONPATH .. "fluid_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
}
},
default_temperature = 25,
max_temperature = 100,
heat_capacity = "1kJ",
-- 19cf44
base_color = fertilizer_fluid_colors.base,
flow_color = fertilizer_fluid_colors.flow,
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "a[fluid]-b[fertilizer]"
},
-- Advanced fertilizer fluid
{
type = "fluid",
name = "bi-adv-fertilizer-fluid",
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
icons = {
{
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
icon_size = 64,
icon_mipmaps = 1,
}
},
default_temperature = 25,
max_temperature = 100,
heat_capacity = "1kJ",
--00ff12
base_color = adv_fertilizer_fluid_colors.base,
flow_color = adv_fertilizer_fluid_colors.flow,
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "a[fluid]-b[fertilizer-advanced]"
},
------------------------------------------------------------------------------------
-- RECIPES --
------------------------------------------------------------------------------------
-- Fertilizer fluid
{
type = "recipe",
name = "bi-fertilizer-fluid",
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
icon_size = 64,
}
},
category = "chemistry",
energy_required = 5,
ingredients = {
{type = "item", name = "fertilizer", amount = 3},
{type = "fluid", name = "water", amount = 100},
},
results = {
{type = "fluid", name = "bi-fertilizer-fluid", amount = 100}
},
main_product = "",
enabled = false,
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-1]",
crafting_machine_tint = {
-- Kettle
primary = fertilizer_fluid_colors.primary,
secondary = fertilizer_fluid_colors.secondary,
-- Chimney
tertiary = fertilizer_fluid_colors.tertiary,
quaternary = fertilizer_fluid_colors.quaternary,
},
},
-- Advanced fertilizer fluid
{
type = "recipe",
name = "bi-adv-fertilizer-fluid",
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
icon_size = 64,
}
},
category = "chemistry",
energy_required = 5,
ingredients = {
{type = "item", name = "bi-adv-fertilizer", amount = 3},
{type = "fluid", name = "water", amount = 100},
},
results = {
{type = "fluid", name = "bi-adv-fertilizer-fluid", amount = 100}
},
main_product = "",
enabled = false,
always_show_made_in = true,
allow_decomposition = false,
allow_as_intermediate = false,
subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-2]",
crafting_machine_tint = {
primary = adv_fertilizer_fluid_colors.primary,
secondary = adv_fertilizer_fluid_colors.secondary,
-- Chimney
tertiary = adv_fertilizer_fluid_colors.tertiary,
quaternary = adv_fertilizer_fluid_colors.quaternary,
},
},
})
------------------------------------------------------------------------------------
-- UNLOCKS --
------------------------------------------------------------------------------------
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-advanced-biotechnology", "bi-adv-fertilizer-fluid")
------------------------------------------------------------------------------------
-- CHANGE RECIPES --
------------------------------------------------------------------------------------
-- Purified air (fertilizer)
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "fertilizer")
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "water")
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-1", {
type = "fluid",
name = "bi-fertilizer-fluid",
amount = 50
})
data.raw.recipe["bi-purified-air-1"].localised_description = {"recipe-description.bi-purified-air-1-fluid"}
-- 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", "water")
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-2", {
type = "fluid",
name = "bi-adv-fertilizer-fluid",
amount = 50
})
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 ICONPATH = BioInd.modRoot .. "/graphics/icons/"
-------- Bio Garden
data:extend({
{
type = "item",
name = "bi-bio-garden",
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
}
},
subgroup = "production-machine",
order = "x[bi]-b[bi-bio-garden]",
place_result = "bi-bio-garden",
stack_size = 10
},
{
type = "item",
name = "bi-purified-air",
icon = ICONPATH .. "Clean_Air2.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "Clean_Air2.png",
icon_size = 64,
}
},
hidden = true,
subgroup = "bio-bio-gardens-fluid",
order = "bi-purified-air",
stack_size = 100
},
})
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
-------- Bio Garden
data:extend({
{
type = "item",
name = "bi-bio-garden",
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64,
}
},
subgroup = "production-machine",
order = "x[bi]-b[bi-bio-garden]",
place_result = "bi-bio-garden",
stack_size = 10
},
{
type = "item",
name = "bi-purified-air",
icon = ICONPATH .. "Clean_Air2.png",
icon_size = 64,
icons = {
{
icon = ICONPATH .. "Clean_Air2.png",
icon_size = 64,
}
},
hidden = true,
subgroup = "bio-bio-gardens-fluid",
order = "bi-purified-air",
stack_size = 100
},
})

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -1,59 +1,59 @@
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
if not mods["Natural_Evolution_Buildings"] then
-- Simplified code in 0.17.39/0.18.6
local techs = data.raw.technology
-- Turret attack modifier
for index, modifier in pairs({
-- 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.
[1] = 0.1,
[2] = 0.1,
[3] = 0.2,
[4] = 0.2,
[5] = 0.2,
[6] = 0.4,
[7] = 0.7,
}) do
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
type = "turret-attack",
turret_id = "bi-dart-turret",
modifier = modifier
})
end
-- Shooting speed modifier
for index, modifier in pairs({
[1] = 0.1,
[2] = 0.2,
[3] = 0.2,
[4] = 0.2,
[5] = 0.2,
[6] = 0.4,
}) do
table.insert(techs["weapon-shooting-speed-" .. tostring(index)].effects, {
type = "gun-speed",
ammo_category = "Bio_Turret_Ammo",
modifier = modifier
})
end
-- Ammo damage modifier
for index, modifier in pairs({
[1] = 0.1,
[2] = 0.1,
[3] = 0.2,
[4] = 0.2,
[5] = 0.2,
[6] = 0.4,
[7] = 0.4,
}) do
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
type = "ammo-damage",
ammo_category = "Bio_Turret_Ammo",
modifier = modifier
})
end
end
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
if not mods["Natural_Evolution_Buildings"] then
-- Simplified code in 0.17.39/0.18.6
local techs = data.raw.technology
-- Turret attack modifier
for index, modifier in pairs({
-- 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.
[1] = 0.1,
[2] = 0.1,
[3] = 0.2,
[4] = 0.2,
[5] = 0.2,
[6] = 0.4,
[7] = 0.7,
}) do
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
type = "turret-attack",
turret_id = "bi-dart-turret",
modifier = modifier
})
end
-- Shooting speed modifier
for index, modifier in pairs({
[1] = 0.1,
[2] = 0.2,
[3] = 0.2,
[4] = 0.2,
[5] = 0.2,
[6] = 0.4,
}) do
table.insert(techs["weapon-shooting-speed-" .. tostring(index)].effects, {
type = "gun-speed",
ammo_category = "Bio_Turret_Ammo",
modifier = modifier
})
end
-- Ammo damage modifier
for index, modifier in pairs({
[1] = 0.1,
[2] = 0.1,
[3] = 0.2,
[4] = 0.2,
[5] = 0.2,
[6] = 0.4,
[7] = 0.4,
}) do
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
type = "ammo-damage",
ammo_category = "Bio_Turret_Ammo",
modifier = modifier
})
end
end

View file

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

View file

@ -1,99 +1,99 @@
local BioInd = require('common')('Bio_Industries_2')
if mods["IndustrialRevolution"] then
------------------------------------------------------------------------------------
-- 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,
-- if IR2 is active, we won't unlock our poles and use IR2's large wooden poles for
-- our huge poles instead.
------------------------------------------------------------------------------------
local big_pole = "bi-wooden-pole-big"
thxbob.lib.tech.remove_recipe_unlock ("logistics", big_pole)
thxbob.lib.tech.add_recipe_unlock ("electric-energy-distribution-1", big_pole)
-- Adjust localizations
for k, v in ipairs({"electric-pole", "item", "recipe"}) do
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_description = {"entity-description.bi-wooden-pole-bigger"}
end
------------------------------------------------------------------------------------
-- 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!
------------------------------------------------------------------------------------
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-solar-mat")
------------------------------------------------------------------------------------
-- Put recipe for Bio stone bricks in the same subgroup as concrete!
------------------------------------------------------------------------------------
data.raw.recipe["bi-stone-brick"].subgroup = "ir2-tiles"
------------------------------------------------------------------------------------
-- Replace "crushed stone" with "gravel"!
------------------------------------------------------------------------------------
local i_old = "stone-crushed"
local i_new = "gravel"
local replaced, recipe, add
for recipe_name, recipe in pairs(data.raw.recipe) do
-- Ingredients
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})
-- Results
thxbob.lib.result_check(recipe) -- Make sure we have results!
for r, result in ipairs(recipe and recipe.results or {}) do
if result.name == i_old then
-- Store the properties of the original result
add = {
type = result.type,
name = i_new,
amount = result.amount
}
thxbob.lib.recipe.remove_result(recipe_name, i_old)
thxbob.lib.item.add(recipe.results, add)
else
BioInd.show("Skipping", result.name)
end
end
-- Don't forget to change main_product as well!
if recipe and recipe.main_product and recipe.main_product == i_old then
recipe.main_product = i_new
end
end
-- Add recipe unlocks
local crushing = {
["bi-crushed-stone-1"] = "grinding-1",
["bi-crushed-stone-2"] = "grinding-2",
["bi-crushed-stone-3"] = "grinding-2",
["bi-crushed-stone-4"] = "grinding-3",
["bi-crushed-stone-5"] = "grinding-3",
}
local r
for recipe, category in pairs(crushing) do
r = data.raw.recipe[recipe]
r.category = category
r.localised_name = {"recipe-name." .. recipe .. "_IR"}
if recipe == "bi-crushed-stone-1" then
r.localised_description = {"recipe-description.bi-crushed-stone-1_IR"}
else
r.localised_description = {"recipe-description.bi-crushed-stone_IR"}
end
thxbob.lib.tech.add_recipe_unlock("ir2-" .. category, recipe)
end
-- 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")!
local crusher = data.raw.furnace["bi-stone-crusher"]
if crusher then
table.insert(crusher.crafting_categories, "grinding-1")
table.insert(crusher.crafting_categories, "grinding-2")
table.insert(crusher.crafting_categories, "powdering-1")
table.insert(crusher.crafting_categories, "powdering-2")
end
end
local BioInd = require('common')('Bio_Industries_2')
if mods["IndustrialRevolution"] then
------------------------------------------------------------------------------------
-- 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,
-- if IR2 is active, we won't unlock our poles and use IR2's large wooden poles for
-- our huge poles instead.
------------------------------------------------------------------------------------
local big_pole = "bi-wooden-pole-big"
thxbob.lib.tech.remove_recipe_unlock ("logistics", big_pole)
thxbob.lib.tech.add_recipe_unlock ("electric-energy-distribution-1", big_pole)
-- Adjust localizations
for k, v in ipairs({"electric-pole", "item", "recipe"}) do
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_description = {"entity-description.bi-wooden-pole-bigger"}
end
------------------------------------------------------------------------------------
-- 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!
------------------------------------------------------------------------------------
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-solar-mat")
------------------------------------------------------------------------------------
-- Put recipe for Bio stone bricks in the same subgroup as concrete!
------------------------------------------------------------------------------------
data.raw.recipe["bi-stone-brick"].subgroup = "ir2-tiles"
------------------------------------------------------------------------------------
-- Replace "crushed stone" with "gravel"!
------------------------------------------------------------------------------------
local i_old = "stone-crushed"
local i_new = "gravel"
local replaced, recipe, add
for recipe_name, recipe in pairs(data.raw.recipe) do
-- Ingredients
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})
-- Results
thxbob.lib.result_check(recipe) -- Make sure we have results!
for r, result in ipairs(recipe and recipe.results or {}) do
if result.name == i_old then
-- Store the properties of the original result
add = {
type = result.type,
name = i_new,
amount = result.amount
}
thxbob.lib.recipe.remove_result(recipe_name, i_old)
thxbob.lib.item.add(recipe.results, add)
else
BioInd.show("Skipping", result.name)
end
end
-- Don't forget to change main_product as well!
if recipe and recipe.main_product and recipe.main_product == i_old then
recipe.main_product = i_new
end
end
-- Add recipe unlocks
local crushing = {
["bi-crushed-stone-1"] = "grinding-1",
["bi-crushed-stone-2"] = "grinding-2",
["bi-crushed-stone-3"] = "grinding-2",
["bi-crushed-stone-4"] = "grinding-3",
["bi-crushed-stone-5"] = "grinding-3",
}
local r
for recipe, category in pairs(crushing) do
r = data.raw.recipe[recipe]
r.category = category
r.localised_name = {"recipe-name." .. recipe .. "_IR"}
if recipe == "bi-crushed-stone-1" then
r.localised_description = {"recipe-description.bi-crushed-stone-1_IR"}
else
r.localised_description = {"recipe-description.bi-crushed-stone_IR"}
end
thxbob.lib.tech.add_recipe_unlock("ir2-" .. category, recipe)
end
-- 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")!
local crusher = data.raw.furnace["bi-stone-crusher"]
if crusher then
table.insert(crusher.crafting_categories, "grinding-1")
table.insert(crusher.crafting_categories, "grinding-2")
table.insert(crusher.crafting_categories, "powdering-1")
table.insert(crusher.crafting_categories, "powdering-2")
end
end

View file

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

View file

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

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