From bf0aebde92f69a4589a1402e8ef3e99c09b1ed2b Mon Sep 17 00:00:00 2001 From: Adam Cirillo Date: Tue, 13 Jan 2026 18:31:23 +1100 Subject: [PATCH 01/16] Updated Angels prototypes to new names --- Bio_Industries_2/changelog.txt | 5 +++ Bio_Industries_2/data-updates.lua | 14 ++++---- Bio_Industries_2/info.json | 2 +- .../Bio_Farm/compatible_recipes.lua | 36 +++++++++---------- 4 files changed, 31 insertions(+), 26 deletions(-) diff --git a/Bio_Industries_2/changelog.txt b/Bio_Industries_2/changelog.txt index 2ab0343..ed4afd2 100644 --- a/Bio_Industries_2/changelog.txt +++ b/Bio_Industries_2/changelog.txt @@ -1,4 +1,9 @@ --------------------------------------------------------------------------------------------------- +Version: 2.0.32 +Date: ???? + Changes: + - Updated Angels protyptes to new names +--------------------------------------------------------------------------------------------------- Version: 2.0.31 Date: 10.12.2025 Changes: diff --git a/Bio_Industries_2/data-updates.lua b/Bio_Industries_2/data-updates.lua index 99dd0a5..16d34e9 100644 --- a/Bio_Industries_2/data-updates.lua +++ b/Bio_Industries_2/data-updates.lua @@ -340,9 +340,9 @@ if settings.startup["angels-use-angels-barreling"] and settings.startup["angels- data.raw.technology["bi-tech-fertilizer"].prerequisites = { "bi-tech-bio-farming", -- AND ( - "water-treatment", -- sulfur + "angels-water-treatment", -- sulfur -- OR - "angels-fluid-barreling", -- barreling (needed 'water-treatment' as prerequisites) + "angels-fluid-barreling", -- barreling (needed 'angels-water-treatment' as prerequisites) -- ) } end @@ -350,12 +350,12 @@ end ----- Angels Merge ---- if mods["angelspetrochem"] then - data.raw.item["pellet-coke"].icon = "__angelspetrochem__/graphics/icons/pellet-coke.png" - data.raw.item["pellet-coke"].icon_size = 32 - data.raw.item["pellet-coke"].fuel_acceleration_multiplier = 1.1 - data.raw.item["pellet-coke"].fuel_top_speed_multiplier = 1.2 + data.raw.item["angels-pellet-coke"].icon = "__angelspetrochemgraphics__/graphics/icons/pellet-coke.png" + data.raw.item["angels-pellet-coke"].icon_size = 32 + data.raw.item["angels-pellet-coke"].fuel_acceleration_multiplier = 1.1 + data.raw.item["angels-pellet-coke"].fuel_top_speed_multiplier = 1.2 - data.raw.recipe["pellet-coke"].category = "biofarm-mod-smelting" + data.raw.recipe["angels-pellet-coke"].category = "biofarm-mod-smelting" thxbob.lib.tech.remove_recipe_unlock("angels-coal-processing-2", "pellet-coke") thxbob.lib.tech.add_recipe_unlock("angels-coal-cracking", "pellet-coke") end diff --git a/Bio_Industries_2/info.json b/Bio_Industries_2/info.json index 86fd94b..5cd40c7 100644 --- a/Bio_Industries_2/info.json +++ b/Bio_Industries_2/info.json @@ -1,6 +1,6 @@ { "name": "Bio_Industries_2", - "version": "2.0.31", + "version": "2.0.32", "factorio_version": "2.0", "title": "Bio Industries", "author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard), Cackling Fiend - Conversion to F2.0", diff --git a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua index 41961f2..b582626 100644 --- a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua +++ b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua @@ -24,7 +24,7 @@ data:extend({ order = "a[bi]-a-g[bi-coke-coal]-2", energy_required = 4, ingredients = {}, - results = {{type="item", name="pellet-coke", amount=1}}, + results = {{type="item", name="angels-pellet-coke", amount=1}}, always_show_made_in = true, allow_decomposition = false, allow_as_intermediate = false, @@ -172,15 +172,15 @@ 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 = "__angelsbioprocessinggraphics__/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 = "__angelsbioprocessinggraphics__/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 = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png" data.raw.item["wood-bricks"].icon_size = 32 end @@ -224,13 +224,13 @@ if mods["angelspetrochem"] then 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 +-- If Angels, replace water with angels-water-yellow-waste +if data.raw.fluid["angels-water-yellow-waste"] and mods["angelspetrochem"] then + -- Replace water with angels-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", + name = "angels-water-yellow-waste", amount = 40 }) -- Change recipe localizations @@ -270,17 +270,17 @@ if mods["angelsrefining"] then icon_size = 64, } }, - category = "liquifying", - subgroup = "water-treatment", + category = "angels-liquifying", + subgroup = "angels-water-treatment", energy_required = 2, ingredients = { - {type = "fluid", name = "water-purified", amount = 100}, + {type = "fluid", name = "angels-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}, + {type = "fluid", name = "angels-water-yellow-waste", amount = 40}, + {type = "fluid", name = "angels-water-mineralized", amount = 60}, }, enabled = false, allow_as_intermediate = false, @@ -301,16 +301,16 @@ if mods["angelsrefining"] then icon_size = 64, } }, - category = "liquifying", - subgroup = "liquifying", + category = "angels-liquifying", + subgroup = "angels-liquifying", energy_required = 4, ingredients = { - {type = "fluid", name = "water-saline", amount = 50}, + {type = "fluid", name = "angels-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}, + {type = "fluid", name = "angels-slag-slurry", amount = 100}, }, enabled = false, allow_as_intermediate = false, @@ -319,7 +319,7 @@ if mods["angelsrefining"] then order = "i [slag-processing-dissolution]-2", }, }) - thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste") + thxbob.lib.tech.add_recipe_unlock("angels-water-treatment", "bi-mineralized-sulfuric-waste") thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry") end From 7ce072707c540464855e4d2d62d0ff54f1e7a50b Mon Sep 17 00:00:00 2001 From: Adam Cirillo Date: Tue, 13 Jan 2026 16:56:45 +0100 Subject: [PATCH 02/16] Updated Angels prototypes to new names (#11) Have updated all Angels prototypes to new names, tested with Full Bobs+Angels+Omni Reviewed-on: https://git.cacklingfiend.info/cacklingfiend/Bio_Industries_2/pulls/11 Co-authored-by: Adam Cirillo Co-committed-by: Adam Cirillo --- Bio_Industries_2/changelog.txt | 5 +++ Bio_Industries_2/data-updates.lua | 14 ++++---- Bio_Industries_2/info.json | 2 +- .../Bio_Farm/compatible_recipes.lua | 36 +++++++++---------- 4 files changed, 31 insertions(+), 26 deletions(-) diff --git a/Bio_Industries_2/changelog.txt b/Bio_Industries_2/changelog.txt index 2ab0343..ed4afd2 100644 --- a/Bio_Industries_2/changelog.txt +++ b/Bio_Industries_2/changelog.txt @@ -1,4 +1,9 @@ --------------------------------------------------------------------------------------------------- +Version: 2.0.32 +Date: ???? + Changes: + - Updated Angels protyptes to new names +--------------------------------------------------------------------------------------------------- Version: 2.0.31 Date: 10.12.2025 Changes: diff --git a/Bio_Industries_2/data-updates.lua b/Bio_Industries_2/data-updates.lua index 99dd0a5..16d34e9 100644 --- a/Bio_Industries_2/data-updates.lua +++ b/Bio_Industries_2/data-updates.lua @@ -340,9 +340,9 @@ if settings.startup["angels-use-angels-barreling"] and settings.startup["angels- data.raw.technology["bi-tech-fertilizer"].prerequisites = { "bi-tech-bio-farming", -- AND ( - "water-treatment", -- sulfur + "angels-water-treatment", -- sulfur -- OR - "angels-fluid-barreling", -- barreling (needed 'water-treatment' as prerequisites) + "angels-fluid-barreling", -- barreling (needed 'angels-water-treatment' as prerequisites) -- ) } end @@ -350,12 +350,12 @@ end ----- Angels Merge ---- if mods["angelspetrochem"] then - data.raw.item["pellet-coke"].icon = "__angelspetrochem__/graphics/icons/pellet-coke.png" - data.raw.item["pellet-coke"].icon_size = 32 - data.raw.item["pellet-coke"].fuel_acceleration_multiplier = 1.1 - data.raw.item["pellet-coke"].fuel_top_speed_multiplier = 1.2 + data.raw.item["angels-pellet-coke"].icon = "__angelspetrochemgraphics__/graphics/icons/pellet-coke.png" + data.raw.item["angels-pellet-coke"].icon_size = 32 + data.raw.item["angels-pellet-coke"].fuel_acceleration_multiplier = 1.1 + data.raw.item["angels-pellet-coke"].fuel_top_speed_multiplier = 1.2 - data.raw.recipe["pellet-coke"].category = "biofarm-mod-smelting" + data.raw.recipe["angels-pellet-coke"].category = "biofarm-mod-smelting" thxbob.lib.tech.remove_recipe_unlock("angels-coal-processing-2", "pellet-coke") thxbob.lib.tech.add_recipe_unlock("angels-coal-cracking", "pellet-coke") end diff --git a/Bio_Industries_2/info.json b/Bio_Industries_2/info.json index 86fd94b..5cd40c7 100644 --- a/Bio_Industries_2/info.json +++ b/Bio_Industries_2/info.json @@ -1,6 +1,6 @@ { "name": "Bio_Industries_2", - "version": "2.0.31", + "version": "2.0.32", "factorio_version": "2.0", "title": "Bio Industries", "author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard), Cackling Fiend - Conversion to F2.0", diff --git a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua index 41961f2..b582626 100644 --- a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua +++ b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua @@ -24,7 +24,7 @@ data:extend({ order = "a[bi]-a-g[bi-coke-coal]-2", energy_required = 4, ingredients = {}, - results = {{type="item", name="pellet-coke", amount=1}}, + results = {{type="item", name="angels-pellet-coke", amount=1}}, always_show_made_in = true, allow_decomposition = false, allow_as_intermediate = false, @@ -172,15 +172,15 @@ 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 = "__angelsbioprocessinggraphics__/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 = "__angelsbioprocessinggraphics__/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 = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png" data.raw.item["wood-bricks"].icon_size = 32 end @@ -224,13 +224,13 @@ if mods["angelspetrochem"] then 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 +-- If Angels, replace water with angels-water-yellow-waste +if data.raw.fluid["angels-water-yellow-waste"] and mods["angelspetrochem"] then + -- Replace water with angels-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", + name = "angels-water-yellow-waste", amount = 40 }) -- Change recipe localizations @@ -270,17 +270,17 @@ if mods["angelsrefining"] then icon_size = 64, } }, - category = "liquifying", - subgroup = "water-treatment", + category = "angels-liquifying", + subgroup = "angels-water-treatment", energy_required = 2, ingredients = { - {type = "fluid", name = "water-purified", amount = 100}, + {type = "fluid", name = "angels-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}, + {type = "fluid", name = "angels-water-yellow-waste", amount = 40}, + {type = "fluid", name = "angels-water-mineralized", amount = 60}, }, enabled = false, allow_as_intermediate = false, @@ -301,16 +301,16 @@ if mods["angelsrefining"] then icon_size = 64, } }, - category = "liquifying", - subgroup = "liquifying", + category = "angels-liquifying", + subgroup = "angels-liquifying", energy_required = 4, ingredients = { - {type = "fluid", name = "water-saline", amount = 50}, + {type = "fluid", name = "angels-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}, + {type = "fluid", name = "angels-slag-slurry", amount = 100}, }, enabled = false, allow_as_intermediate = false, @@ -319,7 +319,7 @@ if mods["angelsrefining"] then order = "i [slag-processing-dissolution]-2", }, }) - thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste") + thxbob.lib.tech.add_recipe_unlock("angels-water-treatment", "bi-mineralized-sulfuric-waste") thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry") end From d95e51113be035b372ba34580ea729bd0fb35a9f Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 27 Jan 2026 23:12:48 +0100 Subject: [PATCH 03/16] Fix Angels compatibility --- Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua index b582626..a521bfb 100644 --- a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua +++ b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua @@ -6,6 +6,7 @@ local ICONPATH_KR = BioInd.modRoot .. "/graphics/icons/mod_krastorio/" local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/" local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen" +local pellet_coke = data.raw.item["angels-pellet-coke"] and "angels-pellet-coke" or "pellet-coke" data:extend({ { @@ -24,7 +25,7 @@ data:extend({ order = "a[bi]-a-g[bi-coke-coal]-2", energy_required = 4, ingredients = {}, - results = {{type="item", name="angels-pellet-coke", amount=1}}, + results = {{type="item", name=pellet_coke, amount=1}}, always_show_made_in = true, allow_decomposition = false, allow_as_intermediate = false, From 9fa0928341e99bdf2420f79ee357035acfc3221e Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 27 Jan 2026 23:05:27 +0100 Subject: [PATCH 04/16] Add missing seed ingredient to the sapling recipe --- Bio_Industries_2/prototypes/Bio_Farm/recipe.lua | 1 + 1 file changed, 1 insertion(+) diff --git a/Bio_Industries_2/prototypes/Bio_Farm/recipe.lua b/Bio_Industries_2/prototypes/Bio_Farm/recipe.lua index a317852..a36153f 100644 --- a/Bio_Industries_2/prototypes/Bio_Farm/recipe.lua +++ b/Bio_Industries_2/prototypes/Bio_Farm/recipe.lua @@ -161,6 +161,7 @@ data:extend({ category = "biofarm-mod-greenhouse", energy_required = 400, ingredients = { + { type = "item", name = "bi-seed", amount = 20 }, { type = "fluid", name = "water", amount = 100 }, }, results = { From bc50e46ed71a284e0c3a0f472ead18dce680b580 Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 27 Jan 2026 23:14:06 +0100 Subject: [PATCH 05/16] Fix modules for farm and nursery --- Bio_Industries_2/prototypes/Bio_Farm/entities.lua | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/Bio_Industries_2/prototypes/Bio_Farm/entities.lua b/Bio_Industries_2/prototypes/Bio_Farm/entities.lua index fd8ee4e..8ff75d9 100644 --- a/Bio_Industries_2/prototypes/Bio_Farm/entities.lua +++ b/Bio_Industries_2/prototypes/Bio_Farm/entities.lua @@ -327,9 +327,7 @@ data:extend({ ingredient_count = 3, open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 }, close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 }, - module_specification = { - module_slots = 3 - }, + module_slots = 3, allowed_effects = { "consumption", "speed", "productivity", "pollution" }, }, @@ -412,7 +410,7 @@ data:extend({ pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } } }, }, - module_specification = {module_slots = 2}, + module_slots = 2, allowed_effects = { "consumption", "speed", "productivity", "pollution" }, graphics_set = { animation = { From 22e27da6ebf69aba578268bd87770af09bb12271 Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 27 Jan 2026 23:17:45 +0100 Subject: [PATCH 06/16] 2.0.32 --- Bio_Industries_2/changelog.txt | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/Bio_Industries_2/changelog.txt b/Bio_Industries_2/changelog.txt index ed4afd2..5986021 100644 --- a/Bio_Industries_2/changelog.txt +++ b/Bio_Industries_2/changelog.txt @@ -1,8 +1,10 @@ --------------------------------------------------------------------------------------------------- Version: 2.0.32 -Date: ???? - Changes: - - Updated Angels protyptes to new names +Date: 27.01.2026 + Bug Fixes: + - Add missing seed ingredient to the sapling recipe + - Fix modules for farm and nursery + - Fix compatibility with Angel's mods --------------------------------------------------------------------------------------------------- Version: 2.0.31 Date: 10.12.2025 From 233eb08b0b5fae9d613cf595e639da6aef457e60 Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 24 Feb 2026 22:04:47 +0100 Subject: [PATCH 07/16] Fix old recipe result code --- Bio_Industries_2/data-updates.lua | 4 ++-- Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Bio_Industries_2/data-updates.lua b/Bio_Industries_2/data-updates.lua index 16d34e9..013ac2f 100644 --- a/Bio_Industries_2/data-updates.lua +++ b/Bio_Industries_2/data-updates.lua @@ -372,8 +372,8 @@ if data.raw.item["ash"] and mods["pycoalprocessing"] then thxbob.lib.recipe.replace_ingredient("bi-seedling-2", "bi-ash", "ash") thxbob.lib.recipe.replace_ingredient("bi-logs-2", "bi-ash", "ash") - data.raw.recipe["bi-ash-1"].result = "ash" - data.raw.recipe["bi-ash-2"].result = "ash" + data.raw.recipe["bi-ash-1"].results[1].name = "ash" + data.raw.recipe["bi-ash-2"].results[1].name = "ash" thxbob.lib.recipe.replace_ingredient("bi-stone-brick", "bi-ash", "ash") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "bi-ash", "ash") diff --git a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua index a521bfb..a15e5e5 100644 --- a/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua +++ b/Bio_Industries_2/prototypes/Bio_Farm/compatible_recipes.lua @@ -417,13 +417,13 @@ if data.raw.item[data.raw.item["kr-sand"] and "kr-sand" or "sand"] or -- Adjust result for BioTech if mods["BioTech"] then BioInd.writeDebug("Adjusting result for \"BioTech\" …") - recipe.result = "biotech-sand" + recipe.results[1].name = "biotech-sand" -- Adjust result for Angel's elseif mods["angelsrefining"] then -- Adjust result BioInd.writeDebug("Adjusting result for \"angelsrefining\" …") - recipe.result = "solid-sand" + recipe.results[1].name = "solid-sand" -- Adjust icon for Krastorio elseif mods["Krastorio2"] or mods["Krastorio2-spaced-out"] then From 95969446d10d84efef6c05378f4627c00b847dba Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 24 Feb 2026 22:15:13 +0100 Subject: [PATCH 08/16] Fix missing module slots for various entities --- Bio_Industries_2/prototypes/Bio_Farm/entities.lua | 2 +- Bio_Industries_2/prototypes/Bio_Fuel/entities.lua | 4 +--- Bio_Industries_2/prototypes/Bio_Garden/entities.lua | 12 +++--------- 3 files changed, 5 insertions(+), 13 deletions(-) diff --git a/Bio_Industries_2/prototypes/Bio_Farm/entities.lua b/Bio_Industries_2/prototypes/Bio_Farm/entities.lua index 8ff75d9..c3c2189 100644 --- a/Bio_Industries_2/prototypes/Bio_Farm/entities.lua +++ b/Bio_Industries_2/prototypes/Bio_Farm/entities.lua @@ -506,7 +506,7 @@ data:extend({ resistances = { { type = "fire", percent = 95 } }, collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } }, selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } }, - module_specification = { module_slots = 2 }, + module_slots = 2, allowed_effects = { "consumption", "speed", "pollution" }, graphics_set = { -- Working animation (16 frames) diff --git a/Bio_Industries_2/prototypes/Bio_Fuel/entities.lua b/Bio_Industries_2/prototypes/Bio_Fuel/entities.lua index b35cb7b..7e87ac2 100644 --- a/Bio_Industries_2/prototypes/Bio_Fuel/entities.lua +++ b/Bio_Industries_2/prototypes/Bio_Fuel/entities.lua @@ -195,9 +195,7 @@ data:extend({ ingredient_count = 3, crafting_speed = 1, energy_usage = "10kW", - module_specification = { - module_slots = 3 - }, + module_slots = 3, allowed_effects = { "consumption", "speed", "productivity", "pollution" }, }, diff --git a/Bio_Industries_2/prototypes/Bio_Garden/entities.lua b/Bio_Industries_2/prototypes/Bio_Garden/entities.lua index 5356625..d0dfd0b 100644 --- a/Bio_Industries_2/prototypes/Bio_Garden/entities.lua +++ b/Bio_Industries_2/prototypes/Bio_Garden/entities.lua @@ -84,9 +84,7 @@ data:extend({ -- 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 - }, + 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" }, @@ -224,9 +222,7 @@ data:extend({ -- 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 = 2 - }, + module_slots = 2, -- 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" }, @@ -406,9 +402,7 @@ data:extend({ -- 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 = 4 - }, + module_slots = 4, -- 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" }, From 1eba1804d73ee3315dbd62a23a8222c165ed4b82 Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 24 Feb 2026 22:17:57 +0100 Subject: [PATCH 09/16] Allow productivity modules for Bio fuel conversion 1 --- Bio_Industries_2/prototypes/Bio_Fuel/recipe.lua | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/Bio_Industries_2/prototypes/Bio_Fuel/recipe.lua b/Bio_Industries_2/prototypes/Bio_Fuel/recipe.lua index 13f368a..5a0ca89 100644 --- a/Bio_Industries_2/prototypes/Bio_Fuel/recipe.lua +++ b/Bio_Industries_2/prototypes/Bio_Fuel/recipe.lua @@ -278,11 +278,12 @@ if BI.Settings.BI_Bio_Fuel then name = "bi-biomass-conversion-1", localised_name = {"recipe-name.bi-biomass-conversion-1"}, localised_description = {"recipe-description.bi-biomass-conversion-1"}, - icons = { {icon = ICONPATH .. "bio_conversion_1.png", icon_size = 64, } }, + icons = { {icon = ICONPATH .. "bio_conversion_1.png", icon_size = 64, } }, category = "oil-processing", enabled = false, always_show_made_in = true, allow_decomposition = false, + allow_productivity = true, energy_required = 5, ingredients = { {type = "fluid", name = "bi-biomass", amount = 100}, @@ -294,7 +295,7 @@ if BI.Settings.BI_Bio_Fuel then }, main_product = "", subgroup = "bio-bio-fuel-other", - order = "a[oil-processing]-b[advanced-oil-processing]-y[bi-Fuel_Conversion-1]", + order = "a[oil-processing]-b[advanced-oil-processing]-y[bi-Fuel_Conversion-1]" }, ---- Biomass to PG @@ -308,7 +309,7 @@ if BI.Settings.BI_Bio_Fuel then enabled = false, always_show_made_in = true, allow_decomposition = false, - allow_productivity = true, + allow_productivity = true, energy_required = 5, ingredients = { {type = "fluid", name = "bi-biomass", amount = 10}, @@ -333,7 +334,7 @@ if BI.Settings.BI_Bio_Fuel then enabled = false, always_show_made_in = true, allow_decomposition = false, - allow_productivity = true, + allow_productivity = true, energy_required = 2.5, ingredients = { {type = "fluid", name = "bi-biomass", amount = 10}, From da1eb4d222b36b95efeb8a7b2f4a4f02c1ffbb52 Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 24 Feb 2026 22:22:01 +0100 Subject: [PATCH 10/16] Remove wooden rails again --- Bio_Industries_2/data-updates.lua | 47 --- Bio_Industries_2/data.lua | 1 - .../prototypes/Bio_Tweaks/recipe.lua | 82 ++---- .../Wood_Products/rail-pictures-vanilla.lua | 267 ----------------- .../Wood_Products/rail-pictures-wood.lua | 275 ------------------ .../prototypes/Wood_Products/rail.lua | 258 ---------------- 6 files changed, 31 insertions(+), 899 deletions(-) delete mode 100644 Bio_Industries_2/prototypes/Wood_Products/rail-pictures-vanilla.lua delete mode 100644 Bio_Industries_2/prototypes/Wood_Products/rail-pictures-wood.lua delete mode 100644 Bio_Industries_2/prototypes/Wood_Products/rail.lua diff --git a/Bio_Industries_2/data-updates.lua b/Bio_Industries_2/data-updates.lua index 013ac2f..6ae604f 100644 --- a/Bio_Industries_2/data-updates.lua +++ b/Bio_Industries_2/data-updates.lua @@ -753,54 +753,7 @@ if BI.Settings.BI_Game_Tweaks_Recipe then if data.raw.item["stone-crushed"] then thxbob.lib.recipe.remove_ingredient("rail", "stone") thxbob.lib.recipe.add_new_ingredient("rail", { type = "item", name = "stone-crushed", amount = 6 }) - thxbob.lib.recipe.remove_ingredient("bi-rail-wood", "stone") - thxbob.lib.recipe.add_new_ingredient("bi-rail-wood", { type = "item", name = "stone-crushed", amount = 6 }) end - - -- vanilla rail update - --- Recipe - thxbob.lib.recipe.remove_ingredient("rail", "iron-stick") - thxbob.lib.recipe.add_new_ingredient("rail", { type = "item", name = "concrete", amount = 2 }) - data.raw["legacy-straight-rail"]["legacy-straight-rail"].icon = ICONPATH_E .. "rail-concrete.png" - data.raw["straight-rail"]["straight-rail"].icon = ICONPATH_E .. "rail-concrete.png" - ---- Wood Rail added to Tech - thxbob.lib.tech.add_recipe_unlock("railway", "bi-rail-wood") - thxbob.lib.tech.add_recipe_unlock("railway", "bi-rail-wood-to-concrete") - - --- Update Vanilla Images - Look more like concrete - require("prototypes.Wood_Products.rail-pictures-vanilla") - data.raw["straight-rail"]["straight-rail"].pictures = new_rail_pictures_vanilla("straight") - data.raw["half-diagonal-rail"]["half-diagonal-rail"].pictures = new_rail_pictures_vanilla("half-diagonal") - data.raw["curved-rail-a"]["curved-rail-a"].pictures = new_rail_pictures_vanilla("curved-a") - data.raw["curved-rail-b"]["curved-rail-b"].pictures = new_rail_pictures_vanilla("curved-b") - --- remnants - data.raw["rail-remnants"]["straight-rail-remnants"].pictures = new_rail_remnants_pictures_vanilla("straight") - data.raw["rail-remnants"]["half-diagonal-rail-remnants"].pictures = new_rail_remnants_pictures_vanilla("half-diagonal") - data.raw["rail-remnants"]["curved-rail-a-remnants"].pictures = new_rail_remnants_pictures_vanilla("curved-a") - data.raw["rail-remnants"]["curved-rail-b-remnants"].pictures = new_rail_remnants_pictures_vanilla("curved-b") - --- Let me try and remove decoratives at the same time - data.raw["rail-planner"]["rail"].remove_decoratives = "true" - data.raw["straight-rail"]["straight-rail"].remove_decoratives = "true" - data.raw["half-diagonal-rail"]["half-diagonal-rail"].remove_decoratives = "true" - data.raw["curved-rail-a"]["curved-rail-a"].remove_decoratives = "true" - data.raw["curved-rail-b"]["curved-rail-b"].remove_decoratives = "true" - data.raw["rail-planner"]["rail"].removes_soft_decoratives = true - data.raw["straight-rail"]["straight-rail"].removes_soft_decoratives = true - data.raw["half-diagonal-rail"]["half-diagonal-rail"].removes_soft_decoratives = true - data.raw["curved-rail-a"]["curved-rail-a"].removes_soft_decoratives = true - data.raw["curved-rail-b"]["curved-rail-b"].removes_soft_decoratives = true - - data.raw["rail-planner"]["bi-rail-wood"].remove_decoratives = "true" - data.raw["straight-rail"]["bi-straight-rail-wood"].remove_decoratives = "true" - data.raw["half-diagonal-rail"]["bi-half-diagonal-rail-wood"].remove_decoratives = "true" - data.raw["curved-rail-a"]["bi-curved-rail-a-wood"].remove_decoratives = "true" - data.raw["curved-rail-b"]["bi-curved-rail-b-wood"].remove_decoratives = "true" - data.raw["rail-planner"]["bi-rail-wood"].removes_soft_decoratives = true - data.raw["straight-rail"]["bi-straight-rail-wood"].removes_soft_decoratives = true - data.raw["half-diagonal-rail"]["bi-half-diagonal-rail-wood"].removes_soft_decoratives = true - data.raw["curved-rail-a"]["bi-curved-rail-a-wood"].removes_soft_decoratives = true - data.raw["curved-rail-b"]["bi-curved-rail-b-wood"].removes_soft_decoratives = true end diff --git a/Bio_Industries_2/data.lua b/Bio_Industries_2/data.lua index 9ca4147..c02d406 100644 --- a/Bio_Industries_2/data.lua +++ b/Bio_Industries_2/data.lua @@ -69,7 +69,6 @@ require("prototypes.Wood_Products.recipe") require("prototypes.Wood_Products.containers-entities") require("prototypes.Wood_Products.containers-item") require("prototypes.Wood_Products.containers-recipe") -require("prototypes.Wood_Products.rail") if not mods["Natural_Evolution_Buildings"] then diff --git a/Bio_Industries_2/prototypes/Bio_Tweaks/recipe.lua b/Bio_Industries_2/prototypes/Bio_Tweaks/recipe.lua index 7639a50..bc3cef5 100644 --- a/Bio_Industries_2/prototypes/Bio_Tweaks/recipe.lua +++ b/Bio_Industries_2/prototypes/Bio_Tweaks/recipe.lua @@ -5,7 +5,7 @@ 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!") +log("Enabling disassemble recipes!") --- Bio Tweaks data:extend({ -- Item subgroup @@ -20,8 +20,8 @@ if BI.Settings.BI_Game_Tweaks_Disassemble then { type = "recipe", name = "bi-burner-mining-drill-disassemble", - localised_description = { "recipe-description.bi-disassemble-recipes" }, - icons = { { icon = ICONPATH .. "burner-mining-drill_disassemble.png", icon_size = 64, } }, + localised_description = {"recipe-description.bi-disassemble-recipes"}, + 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]", @@ -31,19 +31,20 @@ if BI.Settings.BI_Game_Tweaks_Disassemble then allow_decomposition = false, energy_required = 2, ingredients = { - { type = "item", name = "burner-mining-drill", amount = 1 }, + {type = "item", name = "burner-mining-drill", amount = 1}, }, results = { - { type = "item", name = "stone", amount = 4 }, - { type = "item", name = "iron-plate", amount = 4 } + {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" }, - icons = { { icon = ICONPATH .. "burner_inserter_disassemble.png", icon_size = 64, } }, + localised_description = {"recipe-description.bi-disassemble-recipes"}, + icons = { {icon = ICONPATH .. "burner_inserter_disassemble.png", icon_size = 64, } }, category = "advanced-crafting", subgroup = "bio-disassemble", order = "a[Disassemble]-b[bi-burner-inserter-disassemble]", @@ -53,18 +54,19 @@ if BI.Settings.BI_Game_Tweaks_Disassemble then allow_decomposition = false, energy_required = 2, ingredients = { - { type = "item", name = "burner-inserter", amount = 1 }, + {type = "item", name = "burner-inserter", amount = 1}, }, results = { - { type = "item", name = "iron-plate", amount = 2 }, + {type="item", name="iron-plate", amount=2}, }, main_product = "", }, +---- { type = "recipe", name = "bi-long-handed-inserter-disassemble", - localised_description = { "recipe-description.bi-disassemble-recipes" }, - icons = { { icon = ICONPATH .. "long_handed_inserter_disassemble.png", icon_size = 64, } }, + localised_description = {"recipe-description.bi-disassemble-recipes"}, + 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]", @@ -74,20 +76,21 @@ if BI.Settings.BI_Game_Tweaks_Disassemble then allow_decomposition = false, energy_required = 2, ingredients = { - { type = "item", name = "long-handed-inserter", amount = 1 }, + {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 }, + {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" }, - icons = { { icon = ICONPATH .. "stone_furnace_disassemble.png", icon_size = 64, } }, + localised_description = {"recipe-description.bi-disassemble-recipes"}, + icons = { {icon = ICONPATH .. "stone_furnace_disassemble.png", icon_size = 64, } }, category = "advanced-crafting", subgroup = "bio-disassemble", order = "a[Disassemble]-d[bi-stone-furnace-disassemble]", @@ -97,18 +100,19 @@ if BI.Settings.BI_Game_Tweaks_Disassemble then allow_decomposition = false, energy_required = 2, ingredients = { - { type = "item", name = "stone-furnace", amount = 1 }, + {type = "item", name = "stone-furnace", amount = 1}, }, results = { - { type = "item", name = "stone", amount = 3 }, + {type="item", name="stone", amount=3}, }, main_product = "", }, +--- { type = "recipe", name = "bi-steel-furnace-disassemble", - localised_description = { "recipe-description.bi-disassemble-recipes" }, - icons = { { icon = ICONPATH .. "steel-furnace_disassemble.png", icon_size = 64, } }, + localised_description = {"recipe-description.bi-disassemble-recipes"}, + icons = { {icon = ICONPATH .. "steel-furnace_disassemble.png", icon_size = 64, } }, category = "advanced-crafting", subgroup = "bio-disassemble", order = "a[Disassemble]-e[bi-steel-furnace-disassemble]", @@ -118,38 +122,14 @@ if BI.Settings.BI_Game_Tweaks_Disassemble then allow_decomposition = false, energy_required = 2, ingredients = { - { type = "item", name = "steel-furnace", amount = 1 }, + {type = "item", name = "steel-furnace", amount = 1}, }, results = { - { type = "item", name = "steel-plate", amount = 4 }, - { type = "item", name = "stone-brick", amount = 4 } + {type="item", name="steel-plate", amount=4}, + {type="item", name="stone-brick", amount=4} }, main_product = "", }, - + }) -end - -local SET = settings.startup["BI_Game_Tweaks_Production_Science"].value -if SET and not mods["Krastorio2"] then - data:extend({ - { - type = "recipe", - name = "bi-production-science-pack", - enabled = false, - energy_required = 21, - ingredients = { - { type = "item", name = "electric-furnace", amount = 1 }, - { type = "item", name = "productivity-module", amount = 1 }, - { type = "item", name = "bi-rail-wood", amount = 40 } - }, - results = { { type = "item", name = "production-science-pack", amount = 3 } }, - }, - }) - --~ BI_Functions.lib.allow_productivity("bi-production-science-pack") - --~ thxbob.lib.tech.add_recipe_unlock("production-science-pack", "bi-production-science-pack") - BioInd.writeDebug("Added alternative recipe for Production science packs.") -else - BioInd.writeDebug("Didn't add alternative recipe for Production science packs! (\"Krastorio\": %s\tSetting: %s", - { (mods["Krastorio2"] and "active" or "not active"), (SET and "enabled" or "disabled") }) -end +end \ No newline at end of file diff --git a/Bio_Industries_2/prototypes/Wood_Products/rail-pictures-vanilla.lua b/Bio_Industries_2/prototypes/Wood_Products/rail-pictures-vanilla.lua deleted file mode 100644 index bb2ea8a..0000000 --- a/Bio_Industries_2/prototypes/Wood_Products/rail-pictures-vanilla.lua +++ /dev/null @@ -1,267 +0,0 @@ -local util = require("util") - -local ground_rail_render_layers = -{ - stone_path_lower = "rail-stone-path-lower", - stone_path = "rail-stone-path", - tie = "rail-tie", - screw = "rail-screw", - metal = "rail-metal" -} - -local rail_segment_visualisation_endings = -{ - filename = "__base__/graphics/entity/rails/rail/rail-segment-visualisations-endings.png", - priority = "extra-high", - flags = { "low-object" }, - width = 64, - height = 64, - scale = 0.5, - direction_count = 16, - frame_count = 6, - usage = "rail" -} - - -local function make_new_rail_pictures(keys, elems, max_variations) - local function make_sprite_definition(filename, elem, key, variation_count) - return - { - filename = filename, - priority = elem.priority or "extra-high", - flags = elem.mipmap and { "trilinear-filtering" } or { "low-object" }, - draw_as_shadow = elem.draw_as_shadow, - allow_forced_downscale = elem.allow_forced_downscale, - width = key[3][1], - height = key[3][2], - x = key[2][1], - y = key[2][2], - scale = 0.5; - shift = util.by_pixel(key[4][1], key[4][2]), - variation_count = variation_count, - usage = "rail" - } - end - - local res = {} - for _ , key in ipairs(keys) do - local part = {} - local variation_count = key[5] or 1 - if max_variations then - variation_count = math.min(variation_count, max_variations) - end - if (variation_count > 0) then - for _ , elem in ipairs(elems) do - local layers = nil - local variations = variation_count; - if (elem[1] == "segment_visualisation_middle") then - variations = nil - end - if (type(elem[2]) == "table") then - layers = { layers = {} } - for _, subelem in ipairs(elem[2]) do - table.insert(layers.layers, make_sprite_definition(subelem[1], subelem, key, variations)) - end - else - layers = make_sprite_definition(elem[2], elem, key, variations) - end - - if (elem[1] ~= nil) then - part[elem[1]] = layers - else - part = layers - end - end - end - - res[key[1]] = part - end - return res -end - -function new_rail_pictures_vanilla(rail_type) - local keys - local NOT_USED_POSITION = {0, 0} - local NOT_USED_SIZE = {1, 1} - local NOT_USED_SHIFT = {0, 0} - if rail_type == "straight" then - keys = - { - {"north", { 0, 256 }, {256, 256}, {0,0}, 8}, - {"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 0 }, {256, 256}, {0,0}, 8}, - {"southeast", { 0, 896 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "half-diagonal" then - keys = - { - {"north", { 0, 1280 }, {384, 384}, {0,0}, 3}, - {"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 2432 }, {384, 384}, {0,0}, 3}, - {"southeast", { 0, 512 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "curved-a" then - keys = - { - {"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04 - {"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13 - {"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08 - {"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01 - {"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12 - {"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05 - {"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16 - {"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09 - } - elseif rail_type == "curved-b" then - keys = - { - {"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03 - {"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14 - {"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07 - {"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02 - {"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11 - {"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06 - {"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15 - {"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10 - } - end - local elems = - { - { "metals", "__base__/graphics/entity/rails/rail/rail-metals.png", mipmap = true }, - { "backplates", "__base__/graphics/entity/rails/rail/rail-backplates.png", mipmap = true }, - { "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-ties-concrete.png" }, - { "stone_path", "__base__/graphics/entity/rails/rail/rail-stone-path-inside.png" }, - { "stone_path_background", "__base__/graphics/entity/rails/rail/rail-stone-path.png" }, - { "segment_visualisation_middle", "__base__/graphics/entity/rails/rail/rail-segment-visualisations-middle.png" }, - } - - local res = make_new_rail_pictures(keys, elems) - res["rail_endings"] = - { - sheets = - { - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png", - priority = "high", - flags = { "low-object" }, - width = 256, - height = 256, - scale = 0.5, - usage = "rail" - }, - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png", - priority = "high", - flags = { "trilinear-filtering" }, - width = 256, - height = 256, - scale = 0.5, - usage = "rail" - } - } - } - res["render_layers"] = ground_rail_render_layers - res["segment_visualisation_endings"] = rail_segment_visualisation_endings - return res -end - -function new_rail_remnants_pictures_vanilla(rail_type) - local keys - local NOT_USED_POSITION = {0, 0} - local NOT_USED_SIZE = {1, 1} - local NOT_USED_SHIFT = {0, 0} - if rail_type == "straight" then - keys = - { - {"north", { 0, 256 }, {256, 256}, {0,0}, 8}, - {"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 0 }, {256, 256}, {0,0}, 8}, - {"southeast", { 0, 896 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "half-diagonal" then - keys = - { - {"north", { 0, 1280 }, {384, 384}, {0,0}, 3}, - {"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 2432 }, {384, 384}, {0,0}, 3}, - {"southeast", { 0, 512 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "curved-a" then - keys = - { - {"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04 - {"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13 - {"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08 - {"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01 - {"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12 - {"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05 - {"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16 - {"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09 - } - elseif rail_type == "curved-b" then - keys = - { - {"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03 - {"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14 - {"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07 - {"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02 - {"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11 - {"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06 - {"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15 - {"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10 - } - end - local elems = - { - { "metals", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-metals.png", mipmap = true, allow_forced_downscale = true }, - { "backplates", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-backplates.png", mipmap = true, allow_forced_downscale = true }, - { "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-remnants-ties-concrete.png" , allow_forced_downscale = true }, - { "stone_path", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path-inside.png" , allow_forced_downscale = true }, - { "stone_path_background", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path.png" , allow_forced_downscale = true } - } - - local res = make_new_rail_pictures(keys, elems) - res["rail_endings"] = - { - sheets = - { - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png", - priority = "high", - flags = { "low-object" }, - width = 256, - height = 256, - scale = 0.5, - usage = "rail" - }, - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png", - priority = "high", - flags = { "trilinear-filtering" }, - width = 256, - height = 256, - scale = 0.5, - usage = "rail" - } - } - } - res["render_layers"] = ground_rail_render_layers - return res -end - diff --git a/Bio_Industries_2/prototypes/Wood_Products/rail-pictures-wood.lua b/Bio_Industries_2/prototypes/Wood_Products/rail-pictures-wood.lua deleted file mode 100644 index c2b151b..0000000 --- a/Bio_Industries_2/prototypes/Wood_Products/rail-pictures-wood.lua +++ /dev/null @@ -1,275 +0,0 @@ -local util = require("util") - -local wood_tint = {r = 183/255, g = 125/255, b = 62/255, a = 1} - -local ground_rail_render_layers = -{ - stone_path_lower = "rail-stone-path-lower", - stone_path = "rail-stone-path", - tie = "rail-tie", - screw = "rail-screw", - metal = "rail-metal" -} - -local rail_segment_visualisation_endings = -{ - filename = "__base__/graphics/entity/rails/rail/rail-segment-visualisations-endings.png", - priority = "extra-high", - flags = { "low-object" }, - width = 64, - height = 64, - scale = 0.5, - direction_count = 16, - frame_count = 6, - -- tint = wood_tint, - usage = "rail" -} - -local function make_new_rail_pictures_wood(keys, elems, max_variations) - local function make_sprite_definition_wood(filename, elem, key, variation_count) - return - { - filename = filename, - priority = elem.priority or "extra-high", - flags = elem.mipmap and { "trilinear-filtering" } or { "low-object" }, - draw_as_shadow = elem.draw_as_shadow, - allow_forced_downscale = elem.allow_forced_downscale, - width = key[3][1], - height = key[3][2], - x = key[2][1], - y = key[2][2], - scale = 0.5; - shift = util.by_pixel(key[4][1], key[4][2]), - variation_count = variation_count, - -- tint = wood_tint, - usage = "rail" - } - end - - local res = {} - for _ , key in ipairs(keys) do - local part = {} - local variation_count = key[5] or 1 - if max_variations then - variation_count = math.min(variation_count, max_variations) - end - if (variation_count > 0) then - for _ , elem in ipairs(elems) do - local layers = nil - local variations = variation_count; - if (elem[1] == "segment_visualisation_middle") then - variations = nil - end - if (type(elem[2]) == "table") then - layers = { layers = {} } - for _, subelem in ipairs(elem[2]) do - table.insert(layers.layers, make_sprite_definition_wood(subelem[1], subelem, key, variations)) - end - else - layers = make_sprite_definition_wood(elem[2], elem, key, variations) - end - - if (elem[1] ~= nil) then - part[elem[1]] = layers - else - part = layers - end - end - end - - res[key[1]] = part - end - return res -end - -function new_rail_pictures_wood(rail_type) - local keys - local NOT_USED_POSITION = {0, 0} - local NOT_USED_SIZE = {1, 1} - local NOT_USED_SHIFT = {0, 0} - if rail_type == "straight" then - keys = - { - {"north", { 0, 256 }, {256, 256}, {0,0}, 8}, - {"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 0 }, {256, 256}, {0,0}, 8}, - {"southeast", { 0, 896 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "half-diagonal" then - keys = - { - {"north", { 0, 1280 }, {384, 384}, {0,0}, 3}, - {"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 2432 }, {384, 384}, {0,0}, 3}, - {"southeast", { 0, 512 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "curved-a" then - keys = - { - {"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04 - {"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13 - {"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08 - {"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01 - {"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12 - {"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05 - {"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16 - {"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09 - } - elseif rail_type == "curved-b" then - keys = - { - {"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03 - {"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14 - {"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07 - {"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02 - {"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11 - {"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06 - {"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15 - {"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10 - } - end - local elems = - { - { "metals", "__base__/graphics/entity/rails/rail/rail-metals.png", mipmap = true }, - { "backplates", "__base__/graphics/entity/rails/rail/rail-backplates.png", mipmap = true }, - { "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-ties-wood.png" }, - { "stone_path", "__base__/graphics/entity/rails/rail/rail-stone-path-inside.png" }, - { "stone_path_background", "__base__/graphics/entity/rails/rail/rail-stone-path.png" }, - { "segment_visualisation_middle", "__base__/graphics/entity/rails/rail/rail-segment-visualisations-middle.png" }, - } - - local res = make_new_rail_pictures_wood(keys, elems) - res["rail_endings"] = - { - sheets = - { - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png", - priority = "high", - flags = { "low-object" }, - width = 256, - height = 256, - scale = 0.5, - -- tint = wood_tint, - usage = "rail" - }, - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png", - priority = "high", - flags = { "trilinear-filtering" }, - width = 256, - height = 256, - scale = 0.5, - -- tint = wood_tint, - usage = "rail" - } - } - } - res["render_layers"] = ground_rail_render_layers - res["segment_visualisation_endings"] = rail_segment_visualisation_endings - return res -end - -function new_rail_remnants_pictures(rail_type) - local keys - local NOT_USED_POSITION = {0, 0} - local NOT_USED_SIZE = {1, 1} - local NOT_USED_SHIFT = {0, 0} - if rail_type == "straight" then - keys = - { - {"north", { 0, 256 }, {256, 256}, {0,0}, 8}, - {"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 0 }, {256, 256}, {0,0}, 8}, - {"southeast", { 0, 896 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "half-diagonal" then - keys = - { - {"north", { 0, 1280 }, {384, 384}, {0,0}, 3}, - {"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3}, - {"east", { 0, 2432 }, {384, 384}, {0,0}, 3}, - {"southeast", { 0, 512 }, {384, 384}, {0,0}, 3}, - {"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}, - {"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0} - } - elseif rail_type == "curved-a" then - keys = - { - {"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04 - {"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13 - {"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08 - {"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01 - {"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12 - {"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05 - {"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16 - {"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09 - } - elseif rail_type == "curved-b" then - keys = - { - {"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03 - {"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14 - {"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07 - {"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02 - {"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11 - {"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06 - {"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15 - {"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10 - } - end - local elems = - { - { "metals", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-metals.png", mipmap = true, allow_forced_downscale = true }, - { "backplates", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-backplates.png", mipmap = true, allow_forced_downscale = true }, - { "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-remnants-ties-wood.png" , allow_forced_downscale = true }, - { "stone_path", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path-inside.png" , allow_forced_downscale = true }, - { "stone_path_background", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path.png" , allow_forced_downscale = true } - } - - local res = make_new_rail_pictures_wood(keys, elems) - res["rail_endings"] = - { - sheets = - { - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png", - priority = "high", - flags = { "low-object" }, - width = 256, - height = 256, - scale = 0.5, - -- tint = wood_tint, - usage = "rail" - }, - { - filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png", - priority = "high", - flags = { "trilinear-filtering" }, - width = 256, - height = 256, - scale = 0.5, - -- tint = wood_tint, - usage = "rail" - } - } - } - res["render_layers"] = ground_rail_render_layers - return res -end - - diff --git a/Bio_Industries_2/prototypes/Wood_Products/rail.lua b/Bio_Industries_2/prototypes/Wood_Products/rail.lua deleted file mode 100644 index c6fc630..0000000 --- a/Bio_Industries_2/prototypes/Wood_Products/rail.lua +++ /dev/null @@ -1,258 +0,0 @@ -require("prototypes.Wood_Products.rail-pictures-wood") - -local BioInd = require('common')('Bio_Industries_2') -local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/" -local item_sounds = require("__base__.prototypes.item_sounds") -local hit_effects = require("__base__.prototypes.entity.hit-effects") -local tile_sounds = require("__base__.prototypes.tile.tile-sounds") - -data:extend({ - ---- ITEM - { - type = "rail-planner", - name = "bi-rail-wood", - icons = { { icon = ICONPATH_E .. "rail-wood.png", icon_size = 64, } }, - localised_name = { "item-name.bi-rail-wood" }, - subgroup = "train-transport", - order = "a[rail]-0[rail]", - inventory_move_sound = item_sounds.train_inventory_move, - pick_sound = item_sounds.train_inventory_pickup, - drop_sound = item_sounds.train_inventory_move, - place_result = "bi-straight-rail-wood", - stack_size = 100, - rails = { - "bi-straight-rail-wood", - "bi-curved-rail-a-wood", - "bi-curved-rail-b-wood", - "bi-half-diagonal-rail-wood" - }, - manual_length_limit = 22.5 -- 2*(Curved-A) + 2*(Curved-B) + their planner penalty + margin - }, - - ---- Recipe - { - type = "recipe", - name = "bi-rail-wood", - localised_name = { "entity-name.bi-rail-wood" }, - localised_description = { "entity-description.bi-rail-wood" }, - icons = { { icon = ICONPATH_E .. "rail-wood.png", icon_size = 64, } }, - enabled = false, - ingredients = { - { type = "item", name = "wood", amount = 6 }, - { type = "item", name = "stone", amount = 1 }, - { type = "item", name = "steel-plate", amount = 1 }, - { type = "item", name = "iron-stick", amount = 1 }, - }, - results = { { type = "item", name = "bi-rail-wood", amount = 2 } }, - main_product = "", - requester_paste_multiplier = 4, - --~ always_show_made_in = true, - --~ allow_decomposition = false, - 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 - subgroup = "transport", - order = "a[train-system]-a[rail]", - -- This is a custom property for use by "Krastorio 2" (it will change - -- ingredients/results; used for wood/wood pulp) - mod = "Bio_Industries", - }, - { - type = "recipe", - name = "bi-rail-wood-to-concrete", - icons = { { icon = ICONPATH_E .. "rail-wood-to-concrete.png", icon_size = 64, } }, - enabled = false, - ingredients = { - { type = "item", name = "bi-rail-wood", amount = 2 }, - { type = "item", name = "stone-brick", amount = 6 }, - - }, - results = { { type = "item", name = "rail", amount = 2 } } - }, - - - --- Entity - - { - type = "straight-rail", - name = "bi-straight-rail-wood", - order = "a[ground-rail]-a[bi-straight-rail-wood]", - icon = ICONPATH_E .. "straight-rail-wood.png", - localised_name = { "entity-name.bi-straight-rail-wood" }, - collision_box = { { -1, -1 }, { 1, 1 } }, -- has custommly generated box, but the prototype needs something that is used to generate building smokes - flags = { "placeable-neutral", "player-creation", "building-direction-8-way" }, - minable = { mining_time = 0.2, result = "bi-rail-wood", count = 1 }, - max_health = 200, - corpse = "straight-rail-remnants", - dying_explosion = { - name = "rail-explosion" - }, - resistances = { - { - type = "fire", - percent = 100 - }, - { - type = "acid", - percent = 80 - } - }, - -- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged - selection_box = { { -1.7, -0.8 }, { 1.7, 0.8 } }, - damaged_trigger_effect = hit_effects.wall(), - pictures = new_rail_pictures_wood("straight"), - placeable_by = { item = "bi-rail-wood", count = 1 }, - walking_sound = tile_sounds.walking.rails, - extra_planner_goal_penalty = -4, - factoriopedia_alternative = "straight-rail", - -- for upgrade planer (fast rail change wood/iron) - next_upgrade = "straight-rail", - fast_replaceable_group = "straight-rail", - }, - - { - type = "half-diagonal-rail", - name = "bi-half-diagonal-rail-wood", - order = "a[ground-rail]-b[bi-half-diagonal-rail-wood]", - deconstruction_alternative = "bi-straight-rail-wood", - icon = ICONPATH_E .. "curved-rail-wood.png", - localised_name = { "entity-name.bi-half-diagonal-rail-wood" }, - collision_box = { { -0.75, -2.236 }, { 0.75, 2.236 } }, -- has custommly generated box, but the prototype needs something that is used to generate building smokes - tile_height = 2, - extra_planner_goal_penalty = -4, - flags = { "placeable-neutral", "player-creation", "building-direction-8-way" }, - minable = { mining_time = 0.2, result = "bi-rail-wood", count = 2 }, - max_health = 200, - corpse = "half-diagonal-rail-remnants", - dying_explosion = { - { - name = "rail-explosion", - offset = { 0.9, 2.2 } - }, - { - name = "rail-explosion" - }, - { - name = "rail-explosion", - offset = { -1.2, -2 } - } - }, - resistances = { - { - type = "fire", - percent = 100 - }, - { - type = "acid", - percent = 80 - } - }, - -- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged - selection_box = { { -1.7, -0.8 }, { 1.7, 0.8 } }, - damaged_trigger_effect = hit_effects.wall(), - pictures = new_rail_pictures_wood("half-diagonal"), - placeable_by = { item = "bi-rail-wood", count = 2 }, - walking_sound = tile_sounds.walking.rails, - extra_planner_penalty = 0, - factoriopedia_alternative = "straight-rail", - -- for upgrade planer (fast rail change wood/iron) - next_upgrade = "half-diagonal-rail", - fast_replaceable_group = "half-diagonal-rail", - }, - { - type = "curved-rail-a", - name = "bi-curved-rail-a-wood", - order = "a[ground-rail]-c[bi-curved-rail-a-wood]", - deconstruction_alternative = "bi-straight-rail-wood", - icon = ICONPATH_E .. "curved-rail-wood.png", - localised_name = { "entity-name.bi-curved-rail-a-wood" }, - collision_box = { { -0.75, -2.516 }, { 0.75, 2.516 } }, -- has custommly generated box, but the prototype needs something that is used to generate building smokes - flags = { "placeable-neutral", "player-creation", "building-direction-8-way" }, - minable = { mining_time = 0.2, result = "bi-rail-wood", count = 3 }, - max_health = 200, - corpse = "curved-rail-a-remnants", - dying_explosion = { - { - name = "rail-explosion", - offset = { 0.9, 2.2 } - }, - { - name = "rail-explosion" - }, - { - name = "rail-explosion", - offset = { -1.2, -2 } - } - }, - resistances = { - { - type = "fire", - percent = 100 - }, - { - type = "acid", - percent = 80 - } - }, - -- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged - selection_box = { { -1.7, -0.8 }, { 1.7, 0.8 } }, - damaged_trigger_effect = hit_effects.wall(), - pictures = new_rail_pictures_wood("curved-a"), - placeable_by = { item = "bi-rail-wood", count = 3 }, - walking_sound = tile_sounds.walking.rails, - extra_planner_penalty = 0.5, - deconstruction_marker_positions = rail_8shifts_vector(-0.248, -0.533), - factoriopedia_alternative = "straight-rail", - -- for upgrade planer (fast rail change wood/iron) - next_upgrade = "curved-rail-a", - fast_replaceable_group = "curved-rail-a", - }, - { - type = "curved-rail-b", - name = "bi-curved-rail-b-wood", - order = "a[ground-rail]-d[bi-curved-rail-b-wood]", - deconstruction_alternative = "bi-straight-rail-wood", - icon = ICONPATH_E .. "curved-rail-wood.png", - localised_name = { "entity-name.bi-curved-rail-b-wood" }, - collision_box = { { -0.75, -2.441 }, { 0.75, 2.441 } }, -- has custommly generated box, but the prototype needs something that is used to generate building smokes - flags = { "placeable-neutral", "player-creation", "building-direction-8-way" }, - minable = { mining_time = 0.2, result = "bi-rail-wood", count = 3 }, - max_health = 200, - corpse = "curved-rail-b-remnants", - dying_explosion = { - { - name = "rail-explosion", - offset = { 0.9, 2.2 } - }, - { - name = "rail-explosion" - }, - { - name = "rail-explosion", - offset = { -1.2, -2 } - } - }, - resistances = { - { - type = "fire", - percent = 100 - }, - { - type = "acid", - percent = 80 - } - }, - -- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged - selection_box = { { -1.7, -0.8 }, { 1.7, 0.8 } }, - damaged_trigger_effect = hit_effects.wall(), - pictures = new_rail_pictures_wood("curved-b"), - placeable_by = { item = "bi-rail-wood", count = 3 }, - walking_sound = tile_sounds.walking.rails, - extra_planner_penalty = 0.5, - deconstruction_marker_positions = rail_8shifts_vector(-0.309, -0.155), - factoriopedia_alternative = "straight-rail", - -- for upgrade planer (fast rail change wood/iron) - next_upgrade = "curved-rail-b", - fast_replaceable_group = "curved-rail-b", - }, -}) From d1effd6696a11609fb93b46d4856ae6caf7ad655 Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 24 Feb 2026 22:36:20 +0100 Subject: [PATCH 11/16] Remove unused power-rails code --- Bio_Industries_2/common.lua | 85 ------------------- Bio_Industries_2/control.lua | 19 ----- .../compound_entities/hidden_poles.lua | 18 ---- 3 files changed, 122 deletions(-) diff --git a/Bio_Industries_2/common.lua b/Bio_Industries_2/common.lua index dbd8620..41d2d19 100644 --- a/Bio_Industries_2/common.lua +++ b/Bio_Industries_2/common.lua @@ -54,34 +54,6 @@ return function(mod_name) end end - ------------------------------------------------------------------------------------ - -- Same values for collision masks - -- Default: {"item-layer", "object-layer", "rail-layer", "floor-layer", "water-tile"} - common.RAIL_BRIDGE_MASK = { "object-layer", "consider-tile-transitions" } - - -- "Transport Drones" removes "object-layer" from rails, so if bridges have only - -- {"object-layer"}, there collision mask will be empty, and they can be built even - -- over cliffs. So we need to add another layer to bridges ("floor-layer"). - -- As of Factorio 1.1.0, rails need to have "rail-layer" in their mask. This will work - -- alright, but isn't available in earlier versions of Factorio, so we will use - -- "floor-layer" there instead. - local need = common.check_version("base", ">=", "1.1.0") and "rail-layer" or "floor-layer" - table.insert(common.RAIL_BRIDGE_MASK, need) - - -- Rails use basically the same mask as rail bridges, ... - common.RAIL_MASK = util.table.deepcopy(common.RAIL_BRIDGE_MASK) - -- ... we just need to add some layers so our rails have the same mask as vanilla rails. - table.insert(common.RAIL_MASK, "item-layer") - table.insert(common.RAIL_MASK, "water-tile") - - - - ------------------------------------------------------------------------------------ - -- Set maximum_wire_distance of Power-to-rail connectors - common.POWER_TO_RAIL_WIRE_DISTANCE = 4 - - - ------------------------------------------------------------------------------------ -- List of compound entities -- Key: name of the base entity @@ -660,7 +632,6 @@ return function(mod_name) filter = "name", name = { -- Poles named here will be ignored! - "bi-rail-power-hidden-pole", "bi-musk-mat-hidden-pole", "bi-bio-garden-hidden-pole" }, @@ -739,62 +710,6 @@ return function(mod_name) end end - -------------------------------------------------------------------- - -- Connect hidden poles of powered rails -- this is also used in - -- migration scripts, so make it a function in common.lua! - -- (This function may be called for hidden poles that have not been - -- added to the table yet if the pole has just been built. In this - -- case, we pass on the new pole explicitly!) - common.connect_power_rail = function(base, new_pole) - local pole = storage.bi_power_rail_table[base.unit_number].pole or new_pole - if pole and pole.valid then - -- Remove all copper wires from new pole - pole.disconnect_neighbour() - common.writeDebug("Removed all wires from %s %g", { pole.name, pole.unit_number }) - - -- Look for connecting rails at front and back of the new rail - for s, side in ipairs({ "front", "back" }) do - common.writeDebug("Looking for rails at %s", { side }) - local neighbour - -- Look in all three directions - for d, direction in ipairs({ "left", "straight", "right" }) do - common.writeDebug("Looking for rails in %s direction", { direction }) - neighbour = base.get_connected_rail { - rail_direction = defines.rail_direction[side], - rail_connection_direction = defines.rail_connection_direction[direction] - } - common.writeDebug("Rail %s of %s (%s): %s (%s)", - { direction, base.name, base.unit_number, (neighbour and neighbour.name or "nil"), (neighbour and neighbour.unit_number or "nil") }) - - -- Only make a connection if found rail is a powered rail - -- (We'll know it's the right type if we find it in our table!) - neighbour = neighbour and neighbour.valid and storage.bi_power_rail_table[neighbour.unit_number] - if neighbour and neighbour.pole and neighbour.pole.valid then - pole.connect_neighbour(neighbour.pole) - common.writeDebug("Connected poles!") - end - end - end - - -- Look for Power-rail connectors - local connector = base.surface.find_entities_filtered { - position = base.position, - radius = common.POWER_TO_RAIL_WIRE_DISTANCE, -- maximum_wire_distance of Power-to-rail-connectors - name = "bi-power-to-rail-pole" - } - -- Connect to first Power-rail connector we've found - if connector and next(connector) then - pole.connect_neighbour(connector[1]) - common.writeDebug("Connected " .. pole.name .. " (" .. pole.unit_number .. - ") to " .. connector[1].name .. " (" .. connector[1].unit_number .. ")") - common.writeDebug("Connected %s (%g) to %s (%g)", - { pole.name, pole.unit_number, connector[1].name, connector[1].unit_number }) - end - common.writeDebug("Stored %s (%g) in global table", { base.name, base.unit_number }) - end - end - - ------------------------------------------------------------------------------------ -- Get the value of a startup setting common.get_startup_setting = function(setting_name) diff --git a/Bio_Industries_2/control.lua b/Bio_Industries_2/control.lua index c9237e1..a404b7e 100644 --- a/Bio_Industries_2/control.lua +++ b/Bio_Industries_2/control.lua @@ -534,16 +534,6 @@ local function On_Pre_Remove(event) BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table) end - -- Power rails: Connections must be explicitely removed, otherwise the poles - -- from the remaining rails will automatically connect and bridge the gap in - -- the power supply! - if entity.name:match("bi%-%a+%-rail%-power") and base_entry.pole and base_entry.pole.valid then - BioInd.writeDebug("Before") - BioInd.writeDebug("Disconnecting %s!", { BioInd.print_name_id(base_entry.pole) }) - base_entry.pole.disconnect_neighbour() - BioInd.writeDebug("After") - end - -- Default: Remove all hidden entities! for hidden, h_name in pairs(compound_entity.hidden or {}) do BioInd.show("hidden", hidden) @@ -554,14 +544,6 @@ local function On_Pre_Remove(event) end storage[compound_entity.tab][entity.unit_number] = nil - -- Rail-to-power: Connections must be explicitely removed, otherwise the poles - -- from the different rail tracks hooked up to this connector will automatically - -- keep the separate power networks connected! - elseif entity.name == "bi-power-to-rail-pole" then - BioInd.writeDebug("Rail-to-power connector has been removed") - entity.disconnect_neighbour() - BioInd.writeDebug("Removed copper wires from %s (%g)", { entity.name, entity.unit_number }) - -- Removed seedling elseif entity.name == "seedling" then BioInd.writeDebug("Seedling has been removed") @@ -632,7 +614,6 @@ local function On_Death(event) storage.bi.trees[entity.name] or -- Entity checks entity.name == storage.compound_entities["bi-arboretum"].hidden.radar.name or - entity.name == "bi-power-to-rail-pole" or entity.name == "seedling" then BioInd.writeDebug("Divert to On_Pre_Remove!") On_Pre_Remove(event) diff --git a/Bio_Industries_2/prototypes/compound_entities/hidden_poles.lua b/Bio_Industries_2/prototypes/compound_entities/hidden_poles.lua index 7818844..1ce19f6 100644 --- a/Bio_Industries_2/prototypes/compound_entities/hidden_poles.lua +++ b/Bio_Industries_2/prototypes/compound_entities/hidden_poles.lua @@ -140,24 +140,6 @@ BioInd.show("locale_name", locale_name) BioInd.show("Adjusted properties of", pole_name) end - ------------------------------------------------------------------------------------ - -- Adjust properties for hidden power-rail pole - ------------------------------------------------------------------------------------ - elseif (c_entities["bi-straight-rail-power"] and - c_entities["bi-straight-rail-power"].hidden[h_key] and - pole_name == c_entities["bi-straight-rail-power"].hidden[h_key].name) or - (c_entities["bi-curved-rail-power"] and - c_entities["bi-curved-rail-power"].hidden[h_key] and - pole_name == c_entities["bi-curved-rail-power"].hidden[h_key].name) then - --~ elseif pole_name == c_entities["bi-straight-rail-power"].hidden[h_key].name then - - --~ pole.localised_name = {"entity-name.bi-rail-power"} - --~ pole.localised_description = {"entity-description.bi-rail-power"} - pole.maximum_wire_distance = 9 - pole.supply_area_distance = 2 - shift_picture(pole) - BioInd.show("Adjusted properties of", pole_name) - ------------------------------------------------------------------------------------ -- Adjust properties for hidden pole of bio gardens ------------------------------------------------------------------------------------ From 715068ee83bfd46adedb3d6beb62c6dcc6bb52ad Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 24 Feb 2026 22:38:49 +0100 Subject: [PATCH 12/16] Add Polish language (thanks S3BA) --- .../locale/pl/entity-description.cfg | 52 +++++++ Bio_Industries_2/locale/pl/entity-name.cfg | 57 ++++++++ .../locale/pl/item-description.cfg | 59 ++++++++ Bio_Industries_2/locale/pl/item-name.cfg | 58 ++++++++ Bio_Industries_2/locale/pl/locale.cfg | 0 Bio_Industries_2/locale/pl/misc.cfg | 43 ++++++ Bio_Industries_2/locale/pl/mod.cfg | 46 ++++++ .../locale/pl/recipe-description.cfg | 136 ++++++++++++++++++ Bio_Industries_2/locale/pl/recipe-name.cfg | 125 ++++++++++++++++ Bio_Industries_2/locale/pl/tech.cfg | 19 +++ 10 files changed, 595 insertions(+) create mode 100644 Bio_Industries_2/locale/pl/entity-description.cfg create mode 100644 Bio_Industries_2/locale/pl/entity-name.cfg create mode 100644 Bio_Industries_2/locale/pl/item-description.cfg create mode 100644 Bio_Industries_2/locale/pl/item-name.cfg create mode 100644 Bio_Industries_2/locale/pl/locale.cfg create mode 100644 Bio_Industries_2/locale/pl/misc.cfg create mode 100644 Bio_Industries_2/locale/pl/mod.cfg create mode 100644 Bio_Industries_2/locale/pl/recipe-description.cfg create mode 100644 Bio_Industries_2/locale/pl/recipe-name.cfg create mode 100644 Bio_Industries_2/locale/pl/tech.cfg diff --git a/Bio_Industries_2/locale/pl/entity-description.cfg b/Bio_Industries_2/locale/pl/entity-description.cfg new file mode 100644 index 0000000..01a2348 --- /dev/null +++ b/Bio_Industries_2/locale/pl/entity-description.cfg @@ -0,0 +1,52 @@ +[entity-description] +## Production +bi-arboretum=__ENTITY__bi-arboretum__ zmieniają otaczający teren za pomocą nawozów lub sadzenia drzew. +bi-bio-farm=__ENTITY__bi-bio-farm__ to miejsce, w którym __ENTITY__seedling__ rosną na drzewa, które są przetwarzane na __ITEM__wood__ i __ITEM__bi-woodpulp__. Zintegrowany panel słoneczny dostarcza część energii w ciągu dnia. +bi-bio-garden=__ENTITY__bi-bio-garden__ oczyszcza powietrze z zanieczyszczeń. (Jeden ogród biologiczny może pochłonąć 1,5 jednostki zanieczyszczenia na sekundę — tyle samo, co 1500 drzew!) +bi-bio-garden-large=__ENTITY__bi-bio-garden__ oczyszcza powietrze z zanieczyszczeń. (Jeden ogród biologiczny może pochłonąć 12 jednostek zanieczyszczeń na sekundę — tyle samo, co 12 000 drzew!) +bi-bio-garden-huge=__ENTITY__bi-bio-garden__ oczyszcza powietrze z zanieczyszczeń. (Jeden ogród biologiczny może pochłonąć 96 jednostek zanieczyszczeń na sekundę — tyle samo, co 96 000 drzew!) +bi-bio-greenhouse=Idealne miejsce do uprawy __ITEM__bi-seed__s i __ENTITY__seedling__! +seedling=Młode drzewko, idealne do sadzenia. Można je również zasadzić w ziemi, a wyrośnie na drzewo. Pamiętaj, aby najpierw nawozić ziemię, aby zwiększyć szanse na jego wzrost! + +bi-bio-reactor=__ENTITY__bi-bio-reactor__ służy do produkcji i przetwarzania biomasy. +bi-cokery=__ITEM__wood__ i __ITEM__bi-woodpulp__ są przetwarzane na __ITEM__wood-charcoal__ i inne paliwa w __ENTITY__bi-cokery__. +bi-stone-crusher=Maszyny te kruszą __ITEM__stone__ i __ITEM__concrete__ we wszystkich postaciach. + + +## Power +bi-bio-accumulator=__ENTITY__bi-bio-accumulator__ który może magazynować bardzo duże ilości energii. Czasami rozmiar naprawdę ma znaczenie… +bi-bio-boiler=__ENTITY__bi-bio-boiler__ jest tak samo wydajny jak zwykły __ENTITY__boiler__, ale wytwarza o 75% mniej zanieczyszczeń! +bi-bio-solar-farm=__ENTITY__bi-bio-solar-farm__ to ogromny __ENTITY__solar-panel__ który generuje dużo energii na minimalnej przestrzeni. +bi-large-substation=__ENTITY__bi-large-substation__ może zasilać urządzenia na dużym obszarze. +bi-solar-boiler=__ENTITY__bi-solar-boiler__ wykorzystuje energię słoneczną do wytwarzania energii elektrycznej i pary. +bi-solar-mat=Ta specjalna nawierzchnia zawiera panele słoneczne. Każda płytka generuje 10 kW energii elektrycznej, jednocześnie zwiększając prędkość. (Dzięki, Elon Musk!) + + +## Weaponry +bi-bio-cannon=Może strzelać WYŁĄCZNIE do gniazd i czerwii! (Zasięg: 120)\nTen prototyp nie umożliwia ręcznego celowania. +bi-dart-turret=Te wieżyczki są natychmiast dostępne i chronią cię przed atakami wroga przy minimalnych kosztach. Oczywiście strzałki zadają mniej obrażeń niż pociski, ale __ENTITY__bi-dart-turret__ mają większy zasięg i mogą strzelać z większą prędkością niż normalne __ENTITY__gun-turret__. + + +## Rail stuff +bi-power-to-rail-pole=Podłącz __ENTITY__bi-rail-power__ do sieci energetycznej!\nUWAGA: Umieszczając __ENTITY__bi-power-to-rail-pole__ w zasięgu dwóch równoległych lub krzyżujących się __ENTITY__bi-rail-power__, połączysz te sieci energetyczne! +bi-rail-power=Tory, które przewodzą również prąd. Podłącz je do sieci energetycznej za pomocą __ENTITY__bi-power-to-rail-pole__! +bi-rail-wood-bridge=Drewniany most kolejowy.\nUwaga: Nie można po nim chodzić! +bi-rail-wood=Tory drewniane +rail-remnants-wood-bridge=Resztki drewnianego mostu +rail-remnants-wood=Resztki torów drewnianych + + +## Miscallenous wooden products +bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ wykonane z __ITEM__wood__ i miedzi +bi-wood-pipe=__ENTITY__pipe__ wykonane z __ITEM__wood__ i miedzi +bi-wooden-chest-giga=OGROMNA drewniana skrzynia +bi-wooden-chest-huge=Bardzo duża drewniana skrzynia +bi-wooden-chest-large=Średnia drewniana skrzynia +bi-wooden-fence=__ENTITY__bi-wooden-fence__ jest tani w produkcji. Nie pomoże ci zbytnio w walce z silnymi przeciwnikami, ale powstrzyma wczesnych wrogów, dzięki czemu będziesz mógł skoncentrować się na uruchomieniu fabryki. +bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__ zostanie automatycznie wyleczony, jeśli użyjesz „Naturalna Ewolucja Obcych”. +bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__ zostaną automatycznie wyleczone, jeśli użyjesz "Naturalna Ewolucja Obcych". +bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__ rozciąga się na ogromne odległości (64 pola) za pomocą __ITEM__copper-cable__, __ITEM__green-wire__, lub __ITEM__red-wire__. + + +## Compatibility with other mods +bi-stone-crusher-sand=Maszyny te produkują __ITEM__stone-crushed__ z __ITEM__stone__ i __ITEM__concrete__ we wszystkich formach. Mogą również przetwarzać __ITEM__stone-crushed__ na __ITEM__sand__. diff --git a/Bio_Industries_2/locale/pl/entity-name.cfg b/Bio_Industries_2/locale/pl/entity-name.cfg new file mode 100644 index 0000000..b735a45 --- /dev/null +++ b/Bio_Industries_2/locale/pl/entity-name.cfg @@ -0,0 +1,57 @@ +[entity-name] +## Production +bi-arboretum=Terraformer +bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__) + +bi-bio-farm=Bio farma +bi-bio-garden=Bio ogród +bi-bio-garden-large=Duży Bio ogród +bi-bio-garden-huge=Ogromny Bio ogród +bi-bio-greenhouse=Bio szkółka roślin +seedling=Sadzonka + +bi-bio-reactor=Bioreaktor +bi-cokery=Koksownia +bi-stone-crusher=Kruszarka do kamienia + + +## Power +bi-bio-accumulator=Ogromny akumulator +bi-bio-boiler=Bio-kocioł +bi-bio-solar-farm=Farma słoneczna +bi-large-substation=Ogromna podstacja +bi-solar-boiler=Elektrownia słoneczna z kotłem +bi-solar-mat=Podłoga Muska + + +## Weaponry +bi-bio-cannon=Prototyp artylerii +bi-dart-turret=Wieżyczka strzałkowa + + +## Rail stuff +bi-power-to-rail-pole=Złącze zasilające toru +bi-rail-power=Tory zasilane +bi-rail-wood-bridge=Drewniany most kolejowy +bi-rail-wood=Tory drewniane +bi-straight-rail-wood=Tory drewniane +bi-curved-rail-a-wood=Tory drewniane +bi-curved-rail-b-wood=Tory drewniane +bi-half-diagonal-rail-wood=Tory drewniane +rail-remnants-wood-bridge=Resztki drewnianego mostu kolejowego +rail-remnants-wood=Resztki torów drewnianych + + +## Miscallenous wooden products +bi-wood-pipe-to-ground=Drewniana rura podziemna +bi-wood-pipe=Drewniana rura +bi-wooden-chest-giga=Ogromna drewniana skrzynia +bi-wooden-chest-huge=Duża drewniana skrzynia +bi-wooden-chest-large=Średnia drewniana skrzynia +bi-wooden-fence=Drewniane ogrodzenie +bi-wooden-pole-big=Duży drewniany słup +bi-wooden-pole-bigger=Większy drewniany słup +bi-wooden-pole-huge=Ogromny drewniany słup +#~ 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=Mała drewniana skrzynia diff --git a/Bio_Industries_2/locale/pl/item-description.cfg b/Bio_Industries_2/locale/pl/item-description.cfg new file mode 100644 index 0000000..112a034 --- /dev/null +++ b/Bio_Industries_2/locale/pl/item-description.cfg @@ -0,0 +1,59 @@ +[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=Zwykły nawóz przyspiesza wzrost roślin i służy również do produkcji biomasy z alg. + +[item-description] +## Production +bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ — specjalny składnik, który znacznie poprawia wydajność produkcji. Dostępny tylko dla użytkowników Bio Industries! :-) +fertilizer=__ITEM__fertilizer__ przyspiesza wzrost roślin i służy również do produkcji biomasy z alg. + +bi-purified-air=Czyste powietrze, bez zanieczyszczeń! + +bi-arboretum-r1=Sadzenie drzew wokół budynku. +bi-arboretum-r2=__ITEM__fertilizer__ służy do poprawy jakości gleby wokół budynku. +bi-arboretum-r3=__ITEM__bi-adv-fertilizer__ służy do poprawy jakości gleby wokół budynku. +bi-arboretum-r4=Sadzi drzewa i wykorzystuje __ITEM__fertilizer__ do poprawy gleby wokół budynku. +bi-arboretum-r5=Sadzi drzewa i wykorzystuje __ITEM__bi-adv-fertilizer__ do poprawy gleby wokół budynku. + +bi-seed-bomb-advanced=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 30 pól wokół miejsca uderzenia.. __ITEM__bi-adv-fertilizer__ gwarantuje wysoką szansę, że __ITEM__bi-seed__ szybko wyrośnie na drzewa! +bi-seed-bomb-basic=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 24 pól wokół miejsca uderzenia. +bi-seed-bomb-standard=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 27 pól wokół miejsca uderzenia. __ITEM__fertilizer__ zwiększa szansę, że __ITEM__bi-seed__ wyrośnie na drzewa. + +bi-seed=Wyrośnie na __ENTITY__seedling__. + + +## Weaponry +bi-bio-cannon-basic-ammo=Wspomagane rakietą, niskie obrażenia fizyczne (wystrzeliwane przez prototypową artylerię) +bi-bio-cannon-biological-ammo=Wspomagane rakietą, wysokie obrażenia biologiczne (wystrzeliwane przez prototypową artylerię) +bi-bio-cannon-poison-ammo=Wspomagane rakietą, średnie obrażenia od trucizny (wystrzeliwane przez prototypową artylerię) +bi-bio-cannon-proto-ammo=Napędzane TNT, niskie obrażenia fizyczne (wystrzeliwana z prototypowej artylerii) + +bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ zadaje niewielkie obrażenia. +bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ zadaje dodatkowe obrażenia kwasowe! +bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — z dodatkiem trucizny! +bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ może przebijać cele. +bi-dart-rifle=Ta tania broń wykorzystuje łatwą do wyprodukowania amunicję i nadaje się do odpierania słabszych wrogów. + + +## Resources +bi-ash=__ITEM__bi-ash__to cenny surowiec! +bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Kwas siarkowy — wszystko to można wytworzyć z __ITEM__bi-cellulose__! +bi-woodpulp=__ITEM__bi-woodpulp__ ma wiele zastosowań. Podczas spalania zanieczyszcza środowisko mniej niż surowe __ITEM__wood__, ale dostarcza tylko połowę energii. +coal=Będziesz go potrzebować! +pellet-coke=Więcej energii niż __ITEM__solid-fuel__ przy tylko około 60% emisji, a do tego niewielki wzrost prędkości maksymalnej – dlaczego nie zasilasz swoich pociągów już teraz __ITEM__pellet-coke__?! +resin=__ITEM__resin__ to lepka substancja, którą można przetworzyć w gaz naftowy! +solid-fuel=__ITEM__solid-fuel__ dostarcza mniej energii niż __ITEM__wood-bricks__, ale spala się z mniejszym zanieczyszczeniem. Dodatkowo sprawia, że pojazdy jeżdżą i przyspieszają szybciej. +stone-crushed=__ITEM__stone-crushed__ jest używany głównie do budowy torów i dróg. +wood-bricks=Skompresowana __ITEM__bi-woodpulp__ dostarcza dużo energii, a jednocześnie mniej zanieczyszcza środowisko. Jest to wczesny substytut __ITEM__solid-fuel__. +wood-charcoal=Dostarcza więcej energii niż __ITEM__coal__ a jednocześnie emituje znacznie mniej zanieczyszczeń. Niestety nie jest tak wszechstronny w użyciu, więc nadal będziesz potrzebować __ITEM__coal__! +wood=Oprzyj swoją produkcję energii na tym odnawialnym surowcu!\nUwaga: można go wykorzystać nie tylko do spalania! + + +## Compatibility with other mods +#~ sand=__ITEM__sand__ +sand= Piasek + +## Rail stuff +bi-rail-wood=Tory drewniane diff --git a/Bio_Industries_2/locale/pl/item-name.cfg b/Bio_Industries_2/locale/pl/item-name.cfg new file mode 100644 index 0000000..6db6955 --- /dev/null +++ b/Bio_Industries_2/locale/pl/item-name.cfg @@ -0,0 +1,58 @@ +[BI-item-name] +fertilizer=Zwykły nawóz + +[item-name] +## Production +bi-adv-fertilizer=BI-Super-Nawóz(™) +#~ fertilizer=Fertilizer "Run of ye olde mill"(™) +fertilizer=Zwykły nawóz + +bi-purified-air=Oczyszczone powietrze + +bi-arboretum-r1=Sadzenie drzew +bi-arboretum-r2=Zmiana terenu (podstawowa) +bi-arboretum-r3=Zmiana terenu (zaawansowana) +bi-arboretum-r4=Zmiana terenu i sadzenie drzew (podstawowe) +bi-arboretum-r5=Zmiana terenu i sadzenie drzew (zaawansowane) + +bi-seed-bomb-advanced=Zaawansowana bomba nasienna +bi-seed-bomb-basic=Podstawowa bomba nasienna +bi-seed-bomb-standard=Standardowa bomba nasienna +bi-seed=Nasiona drzew + +# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items! +bi-biomass=Biomasa algowa +bi-liquid-air=Ciekłe powietrze +nitrogen=Azot + +## Weaponry +bi-bio-cannon-basic-ammo=Prototypowa artyleria - amunicja rakietowa +bi-bio-cannon-biological-ammo=Prototypowa artyleria - amunicja biologiczna +bi-bio-cannon-poison-ammo=Prototypowa artyleria - amunicja trująca +bi-bio-cannon-proto-ammo=Prototypowa artyleria - podstawowa amunicja + +bi-dart-magazine-basic=Podstawowa amunicja strzałkowa +bi-dart-magazine-enhanced=Ulepszona amunicja strzałkowa +bi-dart-magazine-poison=Trująca amunicja strzałkowa +bi-dart-magazine-standard=Standardowa amunicja strzałkowa +bi-dart-rifle=Karabin strzałkowy + + +## Resources +bi-ash=Popiół +bi-cellulose=Celuloza +bi-woodpulp=Pulpa drzewna +pellet-coke=Koks peletowy +resin=Żywica +stone-crushed=Kruszony kamień +wood-bricks=Cegły drewniane +wood-charcoal=Węgiel drzewny + + +## Compatibility with other mods +sand=Piasek +slag=Żużel + + +## Rail stuff +bi-rail-wood=Tory drewniane diff --git a/Bio_Industries_2/locale/pl/locale.cfg b/Bio_Industries_2/locale/pl/locale.cfg new file mode 100644 index 0000000..e69de29 diff --git a/Bio_Industries_2/locale/pl/misc.cfg b/Bio_Industries_2/locale/pl/misc.cfg new file mode 100644 index 0000000..cd25c56 --- /dev/null +++ b/Bio_Industries_2/locale/pl/misc.cfg @@ -0,0 +1,43 @@ +[fluid-name] +#~ bi-biomass=Biomasa algowa +bi-biomass=__ITEM__bi-biomass__ +# We don't seem to use that! +#~ bi-ground-water=Water +liquid-air=Ciekłe powietrze +nitrogen=Azot +water-saline=Woda słona +bi-fertilizer-fluid=Ciekły __ITEM__fertilizer__ +bi-adv-fertilizer-fluid=Ciekły __ITEM__bi-adv-fertilizer__ + +[fluid-description] +bi-fertilizer-fluid=Ciekły __ITEM__fertilizer__ ułatwia ekologiczną renowację. +bi-adv-fertilizer-fluid=Ciekły __ITEM__bi-adv-fertilizer__ -- właśnie tego potrzebujesz, jeśli naprawdę chcesz ekologicznie odnowić swoją fabrykę! + +[tile-name] +bi-solar-mat=Mata słoneczna +bi-wood-floor=Podłoga drewniana + +[item-group-name] +bio-industries=Bio-przemysł + +[ammo-category-name] +Bio_Cannon_Ammo=Amunicja do bio-działa +Bio_Turret_Ammo=Amunicja do bio-wieżyczki + +[damage-type-name] +Biological=Biologiczne +bob-pierce=Przebicie + +[modifier-description] +Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ obrażenia: +__1__ +Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ prędkość strzału: +__1__ +Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ premia do obrażeń amunicji: +__1__ +Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ premia do szybkostrzelności amunicji: +__1__ +bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ premia do obrażeń: +__1__ +bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ premia do obrażeń: +__1__ + +[bi-misc] +growing-tree=Rosnące drzewo +growing-tree-desc=Po pewnym czasie z tej sadzonki __ENTITY__seedling__ wyrośnie duże drzewo. +young-tree=Młode drzewo +young-tree-desc=To drzewo jest jeszcze młode i nie da zbyt wiele drewna. Lepiej poczekaj, aż w pełni wyrośnie, zanim je zetrzesz! diff --git a/Bio_Industries_2/locale/pl/mod.cfg b/Bio_Industries_2/locale/pl/mod.cfg new file mode 100644 index 0000000..98cdddb --- /dev/null +++ b/Bio_Industries_2/locale/pl/mod.cfg @@ -0,0 +1,46 @@ +[mod-name] +Bio_Industries=Bio Industries + +[mod-setting-name] +BI_Bio_Cannon=Włącz: Prototypowa artyleria +BI_Bio_Fuel=Włącz: Produkcja biopaliwa +# Added for 0.18.32/1.1.2 +BI_Easy_Bio_Gardens=Włącz: Łatwe ogrody biologiczne +# Added for 1.1.8 +BI_Bigger_Wooden_Chests=Włącz: Większe drewniane skrzynie +BI_Enable_gvv_support=Kompatybilność: Dodaj obsługę GVV +BI_Game_Tweaks_Bot=Poprawki gry: Boty +BI_Game_Tweaks_Disassemble=Poprawki gry: Przepisy na rozkładanie +BI_Game_Tweaks_Emissions_Multiplier=Poprawki gry: Mnożniki emisji paliwa +BI_Game_Tweaks_Player=Poprawki gry: Gracz +BI_Game_Tweaks_Production_Science=Poprawki gry: Alternatywny przepis dla __ITEM__production-science-pack__ +BI_Game_Tweaks_Recipe=Poprawki gry: Przepis +BI_Game_Tweaks_Small_Tree_Collisionbox=Poprawki w grze: Mniejsze pola kolizji dla drzew +BI_Game_Tweaks_Stack_Size=Poprawki w grze: Rozmiar stosu +BI_Game_Tweaks_Tree=Poprawki w grze: Wydajność drzew +#~ BI_Hide_musk_floor_in_mapview=Ukryj nakładkę sieci elektrycznej dla podłogi Muska w widoku mapy +BI_Show_musk_floor_in_mapview=Włącz: Nakładka sieci elektrycznej dla __ENTITY__bi-solar-mat__ w widoku mapy +BI_Solar_Additions=Włącz: Dodatki bio-słoneczne + +[mod-setting-description] +BI_Bio_Cannon=Prototypowa artyleria jest bardzo potężna, ale strzela tylko do gniazd.\n(Domyślnie: włączone) +BI_Bio_Fuel=Włącza produkcję produktów ropopochodnych na bazie __ITEM__bi-biomass__\n(Domyślnie: włączone) +# Added for 0.18.32/1.1.2 +BI_Easy_Bio_Gardens=Bioogrody zużywają gotowy płynny nawóz, więc wystarczy jedna rurociąg, aby dostarczyć wszystkie składniki. Wymaga to jednak o 50% więcej nawozu niż połączenie nawozu stałego i wody na miejscu.\nBioogrody będą przesyłać energię elektryczną do sąsiednich bioogrodów. Ułóż je w siatce, tak aby między dwoma bioogrodami nie było więcej niż 1 pole, a zostaną one magicznie połączone. :-)\n(Domyślnie: wyłączone) +# 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="Lua API global Variable Viewer" (gvv) pozwala sprawdzić globalną tabelę innych modów. Jeśli chcesz pomóc w debugowaniu „Bio Industries”, włącz tę opcję i wpisz „\gvv” w konsoli czatu, aby otworzyć GUI gvv.\n(Domyślnie: wyłączone) +BI_Enable_gvv_support="Lua API global Variable Viewer" (gvv) pozwala sprawdzić globalną tabelę innych modów. Jeśli chcesz pomóc w debugowaniu „Bio Industries”, włącz tę opcję i wpisz „\gvv” w konsoli czatu, aby otworzyć GUI.\n(Domyślnie: wyłączone) +BI_Game_Tweaks_Bot=Boty nie mogą być wydobywane ani zapalać się.\n(Domyślnie: wyłączone) +BI_Game_Tweaks_Disassemble=Zezwól na niektóre receptury rozkładania. Odzyskasz około 50% zasobów.\n(Domyślnie: włączone) +BI_Game_Tweaks_Emissions_Multiplier=Bob to zapoczątkował. Ogólna idea polega na tym, że nieprzetworzone paliwa powodują większe zanieczyszczenie niż paliwa bardziej rafinowane. Tak więc __ITEM__coal__ powodowałby 200% zanieczyszczenia, podczas gdy __ITEM__solid-fuel__ powodowałoby tylko 85%. Więcej informacji można znaleźć w pliku „Fuel Values.xlsx” w folderze modyfikacji!\n(Domyślnie: włączone) +BI_Game_Tweaks_Player=Odległość budowania, upuszczania i sięgania: 6 => 20\nOdległość sięgania po przedmioty do podniesienia 1 => 4\nOdległość sięgania po zasoby: 2,7 => 4\nOdległość podnoszenia łupów: 2 => 5\n(Domyślnie: wyłączone) +BI_Game_Tweaks_Production_Science=Włącz alternatywny przepis dla __ITEM__production-science-pack__.\n(Domyślnie: włączone) +#~ BI_Game_Tweaks_Recipe=Przepisy, których dotyczy zmiana: BETON Usuń: Ruda żelaza Dodaj: Żelazny pręt, KAMIENNA ŚCIANA Dodaj: Żelazny pręt, TORY Usuń: kamień Dodaj: kruszony kamień i beton, STALOWE TOPOR Usuń: Żelazny pręt Dodaj: Żelazne topory +BI_Game_Tweaks_Recipe=Przepisy, których dotyczy zmiana:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (dodaje __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Domyślnie: włączone) +BI_Game_Tweaks_Small_Tree_Collisionbox=EKSPERYMENTALNE: To ustawienie jest domyślnie włączone. Jeśli nie jest, drzewa będą miały większą standardową strefę kolizji, co sprawi, że lasy będą częściej blokować graczy, pojazdy i kąsaczy. Nie wiadomo, czy będzie to miało jakieś skutki uboczne! (Domyślnie: włączone) +BI_Game_Tweaks_Stack_Size=Wpływa na rozmiary stosów __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, i __ITEM__slag__.\n(Domyślnie: włączone) +BI_Game_Tweaks_Tree=Poprawki gry – drzewa po ścięciu losowo dostarczają od 1 do 6 __ITEM__wood__ . (Vanilla: 4)\n(Domyślnie: włączone) +#~ BI_Hide_musk_floor_in_mapview=W widoku mapy nakładka sieci elektrycznej zostanie ukryta dla podłogi Muska, jeśli to ustawienie jest włączone. Nie należy tego zmieniać podczas gry, ponieważ zastosowanie tego ustawienia do każdej płytki podłogi Muska może zająć trochę czasu! +BI_Show_musk_floor_in_mapview=Pokaż nakładkę sieci elektrycznej dla __ENTITY__bi-solar-mat__ w widoku mapy. Nie należy tego zmieniać podczas gry, ponieważ zastosowanie tego ustawienia do każdej płytki __ENTITY__bi-solar-mat__ może zająć trochę czasu!\n(Domyślnie: włączone) +BI_Solar_Additions=Włącza elementy solarne, takie jak __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ i __ENTITY__bi-large-substation__.\n(Domyślnie: włączone) diff --git a/Bio_Industries_2/locale/pl/recipe-description.cfg b/Bio_Industries_2/locale/pl/recipe-description.cfg new file mode 100644 index 0000000..dfe1fc7 --- /dev/null +++ b/Bio_Industries_2/locale/pl/recipe-description.cfg @@ -0,0 +1,136 @@ +[recipe-description] +## Production +bi-adv-fertilizer-1=Użyj __ITEM__bi-adv-fertilizer__, aby uzyskać super produkcję — jest o wiele lepszy niż __ITEM__fertilizer__! (Wyprodukowany z __ITEM__alien-artifact__) +bi-adv-fertilizer-2=Użyj __ITEM__bi-adv-fertilizer__, aby uzyskać super produkcję — jest o wiele lepszy niż __ITEM__fertilizer__! +bi-fertilizer-1=__ITEM__fertilizer__ sprawia, że Twoje uprawy rosną szybciej, naprawdę! +bi-fertilizer-2=__ITEM__fertilizer__ sprawia, że Twoje uprawy rosną szybciej, naprawdę! (Wyprodukowany z wodorotlenkiem sodu) +bob-fertiliser=__ITEM__fertilizer__ sprawia, że Twoje uprawy rosną szybciej, naprawdę! +# Added for 0.18.32/1.1.2 +bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ rozpuszczony w wodzie +bi-fertilizer-fluid=__ITEM__fertilizer__ rozpuszczony w wodzie + +bi-arboretum-r1=Uwaga: Przepis nigdy nie zostanie ukończony, drzewa są sadzone podczas skanowania sektora. +bi-arboretum-r2=Uwaga: Przepis nigdy nie zostanie ukończony, gleba jest nawożona podczas skanowania sektora. +bi-arboretum-r3=Uwaga: Przepis nigdy nie zostanie ukończony, gleba jest nawożona podczas skanowania sektora. +bi-arboretum-r4=Uwaga: Przepis nigdy nie zostanie zrealizowany, gleba jest nawożona, a drzewa sadzone podczas skanowania sektora. +bi-arboretum-r5=Uwaga: Przepis nigdy nie zostanie zrealizowany, gleba jest nawożona, a drzewa sadzone podczas skanowania sektora. + +bi-basic-gas-processing=Nieefektywne wydobycie gazu przy użyciu __ITEM__coal__ und __ITEM__resin__ + +bi-battery=Jeśli się nad tym dobrze zastanowić, ta __ITEM__battery__ jest wykonana z __ITEM__wood__! +bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ są tanie w produkcji i pozwalają na łatwe rozpoczęcie budowy sieci kolejowej. Jeśli jednak chcesz korzystać z zasilania __ENTITY__bi-rail-power__, potrzebujesz zwykłych torów. + +bi-biomass-1=Zwiększ produkcję biomasy z alg dzięki __ITEM__fertilizer__! +bi-biomass-2=Wykorzystaj część wyprodukowanej biomasy z alg, aby wyprodukować jej więcej!\nUwaga: Da to mniejszy plon (i zajmie więcej czasu) niż w przypadku zastosowania receptury startowej, ale zaoszczędzisz na __ITEM__fertilizer__. +bi-biomass-3=Wykorzystaj część wyprodukowanej biomasy z alg, aby wyprodukować jej więcej!\nUwaga: Dodatek __ITEM__bi-ash__ pozwoli uzyskać znacznie większy plon w znacznie krótszym czasie. + +bi-biomass-conversion-1=Wykorzystaj biomasę z alg do produkcji lekkiego oleju i __ITEM__bi-cellulose__! +bi-biomass-conversion-2=Wykorzystaj biomasę z alg do produkcji gazu ziemnego! +bi-biomass-conversion-3=Wykorzystaj biomasę z alg do produkcji smaru! +bi-biomass-conversion-4=Wykorzystaj biomasę z alg do produkcji ropy naftowej i wody! + +bi-seed-1=Wykorzystaj drewno i wodę do produkcji __ITEM__bi-seed__! +bi-seed-2=Zwiększ produkcję __ITEM__bi-seed__ używając __ITEM__bi-ash__ jako taniego nawozu! +bi-seed-3=Zwiększ produkcję __ITEM__bi-seed__ jeszcze bardziej, używając __ITEM__fertilizer__ zamiast __ITEM__bi-ash__! +bi-seed-4=Zwiększ produkcję __ITEM__bi-seed__ niesamowicie z __ITEM__bi-adv-fertilizer__! + +bi-seedling-1=Użyj __ITEM__bi-seed__ i wody, aby wyhodować __ENTITY__seedling__! +bi-seedling-2=Zwiększ produkcję, używając __ITEM__bi-ash__ jako taniego nawozu! +bi-seedling-3=Zwiększ swoją produkcję, używając __ITEM__fertilizer__! +bi-seedling-4=Użyj __ITEM__bi-adv-fertilizer__ aby uzyskać super produkcję! + +bi-seed-bomb-advanced=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 30 pól wokół pozycji docelowej. Zastosowanie __ITEM__bi-adv-fertilizer__ gwarantuje dużą szansę, że __ITEM__bi-seed__ wyrośnie w krótkim czasie na duże drzewa. +bi-seed-bomb-basic=Ta prosta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 24 pól wokół docelowej pozycji. Przy odrobinie szczęścia wyrosną z nich drzewa! +bi-seed-bomb-standard=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 27 pól wokół docelowej pozycji. __ITEM__fertilizer__ zwiększa szansę, że __ITEM__bi-seed__ wyrośnie na drzewa! + +bi-logs-1=Uprawiaj __ITEM__wood__ w starym stylu, podlewając __ITEM__bi-seed__! +bi-logs-2=Zwiększ produkcję __ITEM__wood__ używając __ITEM__bi-ash__ jako taniego nawozu! +bi-logs-3=Wyhoduj jeszcze więcej __ITEM__wood__ używając __ITEM__fertilizer__ zamiast __ITEM__bi-ash__! +bi-logs-4=W tym przepisie używa się __ITEM__bi-adv-fertilizer__. Czy muszę dodawać coś więcej? + + +## Resources +bi-ash-1=Spal __ITEM__wood__, a otrzymasz __ITEM__bi-ash__! +bi-ash-2=Spal dużo __ITEM__bi-woodpulp__, a otrzymasz dużo __ITEM__bi-ash__! + +bi-cellulose-1=Wystarczy połączyć __ITEM__bi-woodpulp__ i kwas siarkowy, aby uzyskać __ITEM__bi-cellulose__. +bi-cellulose-2=Podgrzej nieco, aby czterokrotnie zwiększyć produkcję __ITEM__bi-cellulose__! + +bi-charcoal-1=Wartość opałowa uzyskana z przetworzenia __ITEM__bi-woodpulp__ na __ITEM__wood-charcoal__ wynosi tylko 20% wartości uzyskanej w tym samym czasie z produkcji __ITEM__wood-bricks__. Jednak, __ITEM__wood-charcoal__ można przekształcić w __ITEM__coal__. +bi-charcoal-2=Spalanie __ITEM__wood__ pozwoli uzyskać o 60% więcej __ITEM__wood-charcoal__ niż spalanie __ITEM__bi-woodpulp__. +bi-coal-1=Wrzuć __ITEM__wood-charcoal__, wyjmij __ITEM__coal__… +bi-coal-2=Wrzuć __ITEM__wood-charcoal__, wyjmij jeszcze więcej __ITEM__coal__… Zaawansowana technologia pozwala na znaczny wzrost produkcji __ITEM__coal__! +bi-coke-coal=Rafinacja __ITEM__coal__ zwiększy wartość opałową. Ponadto, __ITEM__pellet-coke__ powoduje mniejsze zanieczyszczenie środowiska i zapewnia bonusy do prędkości maksymalnej i przyspieszenia, gdy jest używany jako paliwo w pojazdach. +bi-pellet-coke=Zamień __ITEM__solid-fuel__ w __ITEM__pellet-coke__ +bi-pellet-coke-2=Zamień węgiel w __ITEM__pellet-coke__ +bi-solid-fuel=Zamień __ITEM__wood-bricks__ w __ITEM__solid-fuel__ to świetny sposób na pozbycie się nadmiaru __ITEM__bi-woodpulp__! +bi-wood-fuel-brick=__ITEM__wood-bricks__ są łatwiejsze w obróbce niż nieskompresowana __ITEM__bi-woodpulp__. + +bi-crushed-stone-1=Znajdź lub wydobądź __ITEM__stone__, aby stworzyć __ITEM__stone-crushed__. +#~ 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=Nadmiar __ITEM__concrete__ we wszystkich odmianach można poddać recyklingowi, uzyskując __ITEM__stone-crushed__. +bi-stone-brick=__ITEM__stone-brick__ produkowany szybciej i przy użyciu mniejszej ilości __ITEM__stone__! + +bi-purified-air-1=Jeśli zapewnisz wystarczającą ilość wody, dóbr, stary __ITEM__fertilizer__, twój __ENTITY__bi-bio-garden__ będzie przez jakiś czas oczyszczał powietrze. +bi-purified-air-1-fluid=Zaopatrz swój __ENTITY__bi-bio-garden__ w płynny __ITEM__fertilizer__ a oczyści on powietrze na jakiś czas. +bi-purified-air-2=Użyj __ITEM__bi-adv-fertilizer__ a twój __ENTITY__bi-bio-garden__ będzie oczyszczał powietrze znacznie dłużej! W ten sposób zaoszczędzisz dużo wody. +bi-purified-air-2-fluid=Wystarczy podłączyć __ENTITY__bi-bio-garden__ do płynnego __ITEM__bi-adv-fertilizer__ a oczyści on powietrze przez długi czas! + +bi-resin-pulp=Oczywiście można wydobyć __ITEM__resin__ z __ITEM__bi-woodpulp__, ale nie jest to zbyt wydajne. +bi-resin-wood=Przetwórz __ITEM__wood__aby uzyskać __ITEM__resin__ w bardziej efektywny sposób! +bi-wood-from-pulp=Wyprodukuj __ITEM__wood__ z __ITEM__bi-woodpulp__ i __ITEM__resin__! +bi-woodpulp=Możesz spalić __ITEM__bi-woodpulp__ (surową lub rafinowaną) lub wykorzystać ją do produkcji __ITEM__resin__, __ITEM__bi-cellulose__ i __ITEM__bi-adv-fertilizer__. + +bi-acid=Użyj biomasy z alg i __ITEM__bi-cellulose__ aby wyprodukować kwas siarkowy! +bi-liquid-air=Ciekłe powietrze jest potrzebne do produkcji azotu i biomasy z alg. +bi-nitrogen=Azot jest potrzebny do produkcji __ITEM__fertilizer__. +bi-sulfur=Bio-__ITEM__sulfur__ — tak naturalny, tak siarkowy! +bi-plastic-1=__ITEM__plastic-bar__ wykonany z __ITEM__wood__ +bi-plastic-2=__ITEM__plastic-bar__ wykonany z __ITEM__bi-cellulose__ + + +## Disassemble +bi-disassemble-recipes=Niektóre surowce można ponownie wykorzystać. + + +## Compatibility with other mods +## angelsrefining +bi-mineralized-sulfuric-waste=__ITEM__stone-crushed__, __ITEM__bi-charcoal__ i czysta woda są przetwarzane w celu uzyskania wody mineralnej — i ścieków siarkowych. +bi-slag-slurry=Szlam żużlowy z __ITEM__bi-ash__, __ITEM__stone-crushed__ i wody solankowej +## angelspetrochem +bi-biomass-conversion-2-methane=Wykorzystaj biomasę z alg do produkcji metanu! +bi-biomass-conversion-4-yellow-waste=Wykorzystaj biomasę z alg do produkcji ropy naftowej i ścieków siarkowych! +bi-sulfur-angels=Bio-__ITEM__sulfur__ — tak naturalny, tak siarkowy! +## angelsrefining, BioTech, Krastorio/Krastorio2 +bi-sand=__ENTITY__bi-stone-crusher__ może wytworzyć __ITEM__sand__ z __ITEM__stone-crushed__. +## Industrial Revolution +bi-crushed-stone-1_IR=Wytwarzaj __ITEM__gravel__ z __ITEM__stone__ który znalazłeś lub wydobyłeś. +#~ 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=Nadmiar __ITEM__concrete__ we wszystkich odmianach można poddać recyklingowi, uzyskując __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 diff --git a/Bio_Industries_2/locale/pl/recipe-name.cfg b/Bio_Industries_2/locale/pl/recipe-name.cfg new file mode 100644 index 0000000..7d18745 --- /dev/null +++ b/Bio_Industries_2/locale/pl/recipe-name.cfg @@ -0,0 +1,125 @@ +[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=Płynny __ITEM__bi-adv-fertilizer__ +bi-fertilizer-1=__ITEM__fertilizer__ +bi-fertilizer-2=__ITEM__fertilizer__ (z wodorotlenkiem sodu) +bob-fertiliser=__ITEM__fertilizer__ +# Added for 0.18.32/1.1.2 +bi-fertilizer-fluid=Płynny __ITEM__fertilizer__ + + +bi-arboretum-r1=Sadzenie drzew +bi-arboretum-r2=Zmiana terenu za pomocą __ITEM__fertilizer__ +bi-arboretum-r3=Zmiana terenu za pomocą __ITEM__bi-adv-fertilizer__ +bi-arboretum-r4=Zmiana terenu za pomocą __ITEM__fertilizer__ i sadzenia drzew +bi-arboretum-r5=Zmiana terenu za pomocą __ITEM__bi-adv-fertilizer__ i sadzenia drzew + +bi-ash-1=__ITEM__bi-ash__ z __ITEM__wood__ +bi-ash-2=__ITEM__bi-ash__ z __ITEM__bi-woodpulp__ + +bi-basic-gas-processing=Podstawowe przetwarzanie gazu przy użyciu __ITEM__coal__ i __ITEM__resin__ + +bi-battery=Bio bateria +bi-rail-wood-to-concrete=Ulepszenie __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=Produkcja biomasy z alg +bi-biomass-2=Powielanie biomasy z alg +bi-biomass-3=Powielanie biomasy z alg przy użyciu __ITEM__bi-ash__ + +bi-biomass-conversion-1=Przetwarzanie biopaliwa 1: Celuloza, olej lekki +bi-biomass-conversion-2=Przetwarzanie biopaliwa 2: Gaz naftowy +bi-biomass-conversion-3=Przetwarzanie biopaliwa 3: Smar +bi-biomass-conversion-4=Przetwarzanie biopaliwa 4: Ropa naftowa, woda + +bi-seed-1=Podstawowa produkcja __ITEM__bi-seed__ +bi-seed-2=Ulepszona produkcja __ITEM__bi-seed__ z __ITEM__bi-ash__ +bi-seed-3=Zaawansowana produkcja __ITEM__bi-seed__ z __ITEM__fertilizer__ +bi-seed-4=Super produkcja __ITEM__bi-seed__ z __ITEM__bi-adv-fertilizer__ + +bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ z __ITEM__bi-adv-fertilizer__ +bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__ +bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ z __ITEM__fertilizer__ + +bi-seedling-1=Podstawowa produkcja __ENTITY__seedling__ +bi-seedling-2=Ulepszona produkcja __ENTITY__seedling__ z __ITEM__bi-ash__ +bi-seedling-3=Zaawansowana produkcja __ENTITY__seedling__ z __ITEM__fertilizer__ +bi-seedling-4=Super produkcja __ENTITY__seedling__ z __ITEM__bi-adv-fertilizer__ + +bi-logs-1=Podstawowa produkcja __ITEM__wood__ +bi-logs-2=Ulepszona produkcja __ITEM__wood__ z __ITEM__bi-ash__ +bi-logs-3=Zaawansowana produkcja __ITEM__wood__ z __ITEM__fertilizer__ +bi-logs-4=Super produkcja __ITEM__wood__ z __ITEM__bi-adv-fertilizer__ + + +## Resources +bi-cellulose-1=Podstawowa produkcja __ITEM__bi-cellulose__ +bi-cellulose-2=Zaawansowana produkcja __ITEM__bi-cellulose__ + +bi-charcoal-1=__ITEM__wood-charcoal__ z __ITEM__bi-woodpulp__ +bi-charcoal-2=__ITEM__wood-charcoal__ z __ITEM__wood__ +bi-coal-1=Podstawowa produkcja __ITEM__coal__ +bi-coal-2=Zaawansowana produkcja __ITEM__coal__ +bi-coke-coal=__ITEM__pellet-coke__ +bi-pellet-coke=__ITEM__pellet-coke__ z __ITEM__solid-fuel__ +bi-pellet-coke-2=__ITEM__pellet-coke__ z węgla +bi-solid-fuel=__ITEM__solid-fuel__ z __ITEM__wood-bricks__ +bi-wood-fuel-brick=__ITEM__wood-bricks__ + +bi-crushed-stone-1=__ITEM__stone-crushed__ z __ITEM__stone__ +bi-crushed-stone-2=__ITEM__stone-crushed__ z __ITEM__concrete__ +bi-crushed-stone-3=__ITEM__stone-crushed__ z __ITEM__hazard-concrete__ +bi-crushed-stone-4=__ITEM__stone-crushed__ z __ITEM__refined-concrete__ +bi-crushed-stone-5=__ITEM__stone-crushed__ z __ITEM__refined-hazard-concrete__ +bi-stone-brick=Bio-__ITEM__stone-brick__ + +bi-purified-air-1=__ITEM__bi-purified-air__ — przy użyciu __ITEM__fertilizer__ +bi-purified-air-2=__ITEM__bi-purified-air__ — przy użyciu __ITEM__bi-adv-fertilizer__ + +bi-resin-pulp=__ITEM__resin__ z __ITEM__bi-woodpulp__ +bi-resin-wood=__ITEM__resin__ z __ITEM__wood__ +bi-woodpulp=__ITEM__bi-woodpulp__ z __ITEM__wood__ +bi-wood-from-pulp=__ITEM__wood__ z __ITEM__bi-woodpulp__ + +bi-acid=Bio-kwas +bi-liquid-air=Ciekłe powietrze +bi-nitrogen=Azot +bi-sulfur=Bio-__ITEM__sulfur__ +bi-plastic-1=__ITEM__plastic-bar__ z __ITEM__wood__ +bi-plastic-2=__ITEM__plastic-bar__ z __ITEM__bi-cellulose__ + + +## Disassemble +bi-burner-inserter-disassemble=Rozmontuj __ENTITY__burner-inserter__ +bi-burner-mining-drill-disassemble=Rozmontuj __ENTITY__burner-mining-drill__ +bi-long-handed-inserter-disassemble=Rozmontuj __ENTITY__long-handed-inserter__ +bi-steel-furnace-disassemble=Rozmontuj __ENTITY__steel-furnace__ +bi-stone-furnace-disassemble=Rozmontuj __ENTITY__stone-furnace__ + + +## Compatibility with other mods +## angelsrefining +bi-mineralized-sulfuric-waste=Woda zmineralizowana +bi-slag-slurry=Szlam żużlowy z __ITEM__bi-ash__, __ITEM__stone-crushed__ i wody słonej +## angelspetrochem +bi-biomass-conversion-2-methane=Przetwarzanie biopaliwa 2: Metan +bi-biomass-conversion-4-yellow-waste=Przetwarzanie biopaliwa 4: Ropa naftowa, ścieki siarkowe +bi-sulfur-angels=Bio-__ITEM__sulfur__ +## angelsrefining, BioTech, Krastorio/Krastorio2 +bi-sand=__ITEM__sand__ z __ITEM__stone-crushed__ +## bobelectronics +bi-press-wood=Deska drewniana +## Industrial Revolution +bi-crushed-stone-1_IR=__ITEM__gravel__ z __ITEM__stone__ +bi-crushed-stone-2_IR=__ITEM__gravel__ z __ITEM__concrete__ +bi-crushed-stone-3_IR=__ITEM__gravel__ z __ITEM__hazard-concrete__ +bi-crushed-stone-4_IR=__ITEM__gravel__ z __ITEM__refined-concrete__ +bi-crushed-stone-5_IR=__ITEM__gravel__ z __ITEM__refined-hazard-concrete__ diff --git a/Bio_Industries_2/locale/pl/tech.cfg b/Bio_Industries_2/locale/pl/tech.cfg new file mode 100644 index 0000000..bca3681 --- /dev/null +++ b/Bio_Industries_2/locale/pl/tech.cfg @@ -0,0 +1,19 @@ +[technology-name] +bi-tech-advanced-biotechnology=Zaawansowana biotechnologia +bi-tech-bio-cannon=Prototyp artylerii +bi-tech-bio-farming=Bio farma +bi-tech-coal-processing-1=Przetwarzanie węgla 1 +bi-tech-coal-processing-2=Przetwarzanie węgla 2 +bi-tech-coal-processing-3=Przetwarzanie węgla 3 +bi-tech-fertilizer=Nawozy +bi-tech-organic-plastic=Tworzywa organiczne + +[technology-description] +bi-tech-advanced-biotechnology=Odblokuj receptury wyższego poziomu +bi-tech-bio-cannon=Technologia prototypowej wieżyczki artyleryjskiej. - Nie ma jeszcze możliwości ręcznego celowania. +bi-tech-bio-farming=Naucz się uprawiać drzewa – to pierwszy krok do odblokowania innych produktów drzewnych. +bi-tech-coal-processing-1=Spalaj drewno, aby uzyskać węgiel drzewny i popiół. +bi-tech-coal-processing-2=Przetwarzaj węgiel drzewny na węgiel kamienny, a paliwo stałe na koks peletowy. +bi-tech-coal-processing-3=Przetwarzaj węgiel drzewny bardziej efektywnie i produkuj koks granulowany z węgla +bi-tech-fertilizer=Dzięki nawozom możesz uzyskać znacznie większą wydajność z receptur +bi-tech-organic-plastic=Produkuj tworzywa sztuczne z materiałów organicznych From 8d3457176778b991d590c293f5bbb79cba76ae7c Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Tue, 24 Feb 2026 22:46:46 +0100 Subject: [PATCH 13/16] 2.0.33 --- Bio_Industries_2/changelog.txt | 11 ++++++++++ Bio_Industries_2/info.json | 40 +++++++++++++++++----------------- 2 files changed, 31 insertions(+), 20 deletions(-) diff --git a/Bio_Industries_2/changelog.txt b/Bio_Industries_2/changelog.txt index 5986021..9971769 100644 --- a/Bio_Industries_2/changelog.txt +++ b/Bio_Industries_2/changelog.txt @@ -1,4 +1,15 @@ --------------------------------------------------------------------------------------------------- +Version: 2.0.33 +Date: 24.02.2026 + Changes: + - Add Polish language (thanks S3BA) + Bug Fixes: + - Fix old recipe result code for mod compatibility + - Fix missing module slots for various entities + - Allow productivity modules for Bio fuel conversion 1 + - Remove wooden rails again (they caused problems) + - Remove unused power-rails code +--------------------------------------------------------------------------------------------------- Version: 2.0.32 Date: 27.01.2026 Bug Fixes: diff --git a/Bio_Industries_2/info.json b/Bio_Industries_2/info.json index 5cd40c7..abb5b95 100644 --- a/Bio_Industries_2/info.json +++ b/Bio_Industries_2/info.json @@ -1,22 +1,22 @@ { - "name": "Bio_Industries_2", - "version": "2.0.32", - "factorio_version": "2.0", - "title": "Bio Industries", - "author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard), Cackling Fiend - Conversion to F2.0", - "contact": "vvwmisc@hotmail.com", - "homepage": "https://forums.factorio.com/viewtopic.php?f=93&t=17548", - "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", - "? Krastorio2-spaced-out", - "(?) angelspetrochem", - "(?) Transport_Drones", - "(?) Natural_Evolution_Buildings", - "(?) Natural_Evolution_Enemies" - ] + "name": "Bio_Industries_2", + "version": "2.0.33", + "factorio_version": "2.0", + "title": "Bio Industries", + "author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard), Cackling Fiend - Conversion to F2.0", + "contact": "vvwmisc@hotmail.com", + "homepage": "https://forums.factorio.com/viewtopic.php?f=93&t=17548", + "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", + "? Krastorio2-spaced-out", + "(?) angelspetrochem", + "(?) Transport_Drones", + "(?) Natural_Evolution_Buildings", + "(?) Natural_Evolution_Enemies" + ] } From 6d17e58053c0c794f6800050fb58895bc22d979e Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Wed, 4 Mar 2026 23:32:28 +0100 Subject: [PATCH 14/16] Add glass to the bio nursery if it exists --- Bio_Industries_2/data-updates.lua | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/Bio_Industries_2/data-updates.lua b/Bio_Industries_2/data-updates.lua index 6ae604f..0e0e1a5 100644 --- a/Bio_Industries_2/data-updates.lua +++ b/Bio_Industries_2/data-updates.lua @@ -643,7 +643,7 @@ if data.raw.item["bob-resin"] then end ---- Updaet seeds to work with Space Age if present. +--- Update seeds to work with Space Age if present. if data.raw.item["tree-seed"] then @@ -911,9 +911,13 @@ if set then end end --- Compatibility with Industrial Revolution ---require("prototypes.Industrial_Revolution") - +-- Add glass to the bio nursery +local glass = data.raw.item["glass"] and "glass" or data.raw.item["kr-glass"] and "kr-glass" or nil +if glass then + table.insert(data.raw.recipe["bi-bio-greenhouse"].ingredients, { + type = "item", name = glass, amount = 10 + }) +end ------------------------------------------------------------------------------------ -- Add icons to our prototypes From 3f694a59b3c0596b395e742208ef5d16fe4346c6 Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Fri, 13 Mar 2026 13:30:28 +0100 Subject: [PATCH 15/16] Add migration for 2.0.33 --- Bio_Industries_2/migrations/2.0.33.json | 8 ++++++++ 1 file changed, 8 insertions(+) create mode 100644 Bio_Industries_2/migrations/2.0.33.json diff --git a/Bio_Industries_2/migrations/2.0.33.json b/Bio_Industries_2/migrations/2.0.33.json new file mode 100644 index 0000000..cf4af37 --- /dev/null +++ b/Bio_Industries_2/migrations/2.0.33.json @@ -0,0 +1,8 @@ +{ + "entity": [ + ["bi-straight-rail-wood", "straight-rail"], + ["bi-half-diagonal-rail-wood", "half-diagonal-rail"], + ["bi-curved-rail-a-wood", "curved-rail-a"], + ["bi-curved-rail-b-wood", "curved-rail-b"] + ] +} \ No newline at end of file From f43127d46b0d40b31ae6e63ba29cb379c199205f Mon Sep 17 00:00:00 2001 From: Simon Brodtmann Date: Fri, 13 Mar 2026 13:32:05 +0100 Subject: [PATCH 16/16] 2.0.34 --- Bio_Industries_2/changelog.txt | 7 +++++++ Bio_Industries_2/info.json | 2 +- 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/Bio_Industries_2/changelog.txt b/Bio_Industries_2/changelog.txt index 9971769..469c718 100644 --- a/Bio_Industries_2/changelog.txt +++ b/Bio_Industries_2/changelog.txt @@ -1,4 +1,11 @@ --------------------------------------------------------------------------------------------------- +Version: 2.0.34 +Date: 24.02.2026 + Changes: + - Add glass to the bio nursery if it exists + Bug Fixes: + - Add migration for 2.0.33 +--------------------------------------------------------------------------------------------------- Version: 2.0.33 Date: 24.02.2026 Changes: diff --git a/Bio_Industries_2/info.json b/Bio_Industries_2/info.json index abb5b95..140d8b2 100644 --- a/Bio_Industries_2/info.json +++ b/Bio_Industries_2/info.json @@ -1,6 +1,6 @@ { "name": "Bio_Industries_2", - "version": "2.0.33", + "version": "2.0.34", "factorio_version": "2.0", "title": "Bio Industries", "author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard), Cackling Fiend - Conversion to F2.0",