Compare commits
1 commit
| Author | SHA1 | Date | |
|---|---|---|---|
| 8f0af00acc |
47 changed files with 1517 additions and 1851 deletions
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@ -1,3 +0,0 @@
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[*]
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indent_style = space
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indent_size = 2
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@ -1,82 +1,4 @@
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---------------------------------------------------------------------------------------------------
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Version: 2.0.34
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Date: 24.02.2026
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Changes:
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- Add glass to the bio nursery if it exists
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Bug Fixes:
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- Add migration for 2.0.33
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---------------------------------------------------------------------------------------------------
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Version: 2.0.33
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Date: 24.02.2026
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Changes:
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- Add Polish language (thanks S3BA)
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Bug Fixes:
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- Fix old recipe result code for mod compatibility
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- Fix missing module slots for various entities
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- Allow productivity modules for Bio fuel conversion 1
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- Remove wooden rails again (they caused problems)
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- Remove unused power-rails code
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---------------------------------------------------------------------------------------------------
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Version: 2.0.32
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Date: 27.01.2026
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Bug Fixes:
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- Add missing seed ingredient to the sapling recipe
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- Fix modules for farm and nursery
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- Fix compatibility with Angel's mods
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---------------------------------------------------------------------------------------------------
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Version: 2.0.31
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Date: 10.12.2025
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Changes:
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- Gardens have reduced crafting speed with quality
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---------------------------------------------------------------------------------------------------
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Version: 2.0.30
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Date: 05.11.2025
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Bug Fixes:
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- Fix icon scales
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---------------------------------------------------------------------------------------------------
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Version: 2.0.29
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Date: 02.11.2025
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Bug Fixes:
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- Remove settings check for wooden rails
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---------------------------------------------------------------------------------------------------
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Version: 2.0.28
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Date: 01.11.2025
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Changes:
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- Add wooden rails again (thanks MAGGen)
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---------------------------------------------------------------------------------------------------
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Version: 2.0.27
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Date: 21.10.2025
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Changes:
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- Brazilian translation improvements (thanks Slondo)
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- Upscaled graphics of the huge wooden power poles
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---------------------------------------------------------------------------------------------------
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Version: 2.0.26
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Date: 21.10.2025
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Changes:
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- Add Brazilian translations (thanks Slondo)
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---------------------------------------------------------------------------------------------------
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Version: 2.0.25
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Date: 18.10.2025
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Bug Fixes:
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- More mod compatibility fixes
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---------------------------------------------------------------------------------------------------
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Version: 2.0.24
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Date: 18.10.2025
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Bug Fixes:
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- Krastorio2: Compatibility fixes
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---------------------------------------------------------------------------------------------------
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Version: 2.0.23
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Date: 17.10.2025
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Bug Fixes:
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- Fixed crash when placing bio gardens
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- Match bio garden pollution reduction by the amount of trees equivalent the description states
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- Correct typo in internal recipe name to fix the localisation
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---------------------------------------------------------------------------------------------------
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Version: 2.0.22
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Date: 16.10.2025
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Bug Fixes:
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- Krastorio2: Compatibility fixes
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---------------------------------------------------------------------------------------------------
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Version: 2.0.21
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Date: 11.10.2025
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Bug Fixes:
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@ -54,6 +54,34 @@ return function(mod_name)
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end
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end
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------------------------------------------------------------------------------------
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-- Same values for collision masks
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-- Default: {"item-layer", "object-layer", "rail-layer", "floor-layer", "water-tile"}
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common.RAIL_BRIDGE_MASK = { "object-layer", "consider-tile-transitions" }
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-- "Transport Drones" removes "object-layer" from rails, so if bridges have only
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-- {"object-layer"}, there collision mask will be empty, and they can be built even
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-- over cliffs. So we need to add another layer to bridges ("floor-layer").
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-- As of Factorio 1.1.0, rails need to have "rail-layer" in their mask. This will work
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-- alright, but isn't available in earlier versions of Factorio, so we will use
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-- "floor-layer" there instead.
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local need = common.check_version("base", ">=", "1.1.0") and "rail-layer" or "floor-layer"
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table.insert(common.RAIL_BRIDGE_MASK, need)
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-- Rails use basically the same mask as rail bridges, ...
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common.RAIL_MASK = util.table.deepcopy(common.RAIL_BRIDGE_MASK)
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-- ... we just need to add some layers so our rails have the same mask as vanilla rails.
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table.insert(common.RAIL_MASK, "item-layer")
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table.insert(common.RAIL_MASK, "water-tile")
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------------------------------------------------------------------------------------
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-- Set maximum_wire_distance of Power-to-rail connectors
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common.POWER_TO_RAIL_WIRE_DISTANCE = 4
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------------------------------------------------------------------------------------
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-- List of compound entities
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-- Key: name of the base entity
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@ -632,6 +660,7 @@ return function(mod_name)
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filter = "name",
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name = {
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-- Poles named here will be ignored!
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"bi-rail-power-hidden-pole",
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"bi-musk-mat-hidden-pole",
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"bi-bio-garden-hidden-pole"
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},
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@ -663,16 +692,12 @@ return function(mod_name)
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compound_entity.hidden.pole and
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compound_entity.hidden.pole.name then
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local wire_reach = prototypes.entity[compound_entity.hidden.pole.name] and
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prototypes.entity[compound_entity.hidden.pole.name].get_max_wire_distance()
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prototypes.entity[compound_entity.hidden.pole.name].max_wire_distance
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if not wire_reach then
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error("Prototype for hidden pole of Bio gardens doesn't exist!")
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end
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local wire_connector
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for _, connector in pairs(pole.get_wire_connectors()) do
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wire_connector = connector
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connector.disconnect_all()
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end
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pole.disconnect_neighbour()
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-- Each pole can only have 5 connections. Let's connect to other hidden
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-- poles first!
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@ -687,7 +712,7 @@ return function(mod_name)
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for n, neighbour in pairs(neighbours or {}) do
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if pole ~= neighbour then
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connected = wire_connector.connect_to(neighbour)
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connected = pole.connect_neighbour(neighbour)
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common.writeDebug("Connected pole %g to %s %g: %s",
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{ pole.unit_number, neighbour.name, neighbour.unit_number, connected })
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end
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@ -703,13 +728,69 @@ return function(mod_name)
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})
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common.writeDebug("Pole %g has %s neighbours", { pole.unit_number, #neighbours })
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for n, neighbour in pairs(neighbours or {}) do
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connected = wire_connector.connect_to(neighbour)
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connected = pole.connect_neighbour(neighbour)
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common.writeDebug("Connected pole %g to neighbour %s (%g): %s",
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{ pole.unit_number, neighbour.name, neighbour.unit_number, connected })
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end
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end
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end
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--------------------------------------------------------------------
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-- Connect hidden poles of powered rails -- this is also used in
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-- migration scripts, so make it a function in common.lua!
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-- (This function may be called for hidden poles that have not been
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-- added to the table yet if the pole has just been built. In this
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-- case, we pass on the new pole explicitly!)
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common.connect_power_rail = function(base, new_pole)
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local pole = storage.bi_power_rail_table[base.unit_number].pole or new_pole
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if pole and pole.valid then
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-- Remove all copper wires from new pole
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pole.disconnect_neighbour()
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common.writeDebug("Removed all wires from %s %g", { pole.name, pole.unit_number })
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-- Look for connecting rails at front and back of the new rail
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for s, side in ipairs({ "front", "back" }) do
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common.writeDebug("Looking for rails at %s", { side })
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local neighbour
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-- Look in all three directions
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for d, direction in ipairs({ "left", "straight", "right" }) do
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common.writeDebug("Looking for rails in %s direction", { direction })
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neighbour = base.get_connected_rail {
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rail_direction = defines.rail_direction[side],
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rail_connection_direction = defines.rail_connection_direction[direction]
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}
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common.writeDebug("Rail %s of %s (%s): %s (%s)",
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{ direction, base.name, base.unit_number, (neighbour and neighbour.name or "nil"), (neighbour and neighbour.unit_number or "nil") })
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-- Only make a connection if found rail is a powered rail
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-- (We'll know it's the right type if we find it in our table!)
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neighbour = neighbour and neighbour.valid and storage.bi_power_rail_table[neighbour.unit_number]
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if neighbour and neighbour.pole and neighbour.pole.valid then
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pole.connect_neighbour(neighbour.pole)
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common.writeDebug("Connected poles!")
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end
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end
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end
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-- Look for Power-rail connectors
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local connector = base.surface.find_entities_filtered {
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position = base.position,
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radius = common.POWER_TO_RAIL_WIRE_DISTANCE, -- maximum_wire_distance of Power-to-rail-connectors
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name = "bi-power-to-rail-pole"
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}
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-- Connect to first Power-rail connector we've found
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if connector and next(connector) then
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pole.connect_neighbour(connector[1])
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common.writeDebug("Connected " .. pole.name .. " (" .. pole.unit_number ..
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") to " .. connector[1].name .. " (" .. connector[1].unit_number .. ")")
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common.writeDebug("Connected %s (%g) to %s (%g)",
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{ pole.name, pole.unit_number, connector[1].name, connector[1].unit_number })
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end
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common.writeDebug("Stored %s (%g) in global table", { base.name, base.unit_number })
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end
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end
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------------------------------------------------------------------------------------
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-- Get the value of a startup setting
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common.get_startup_setting = function(setting_name)
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@ -534,6 +534,16 @@ local function On_Pre_Remove(event)
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BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table)
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end
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-- Power rails: Connections must be explicitely removed, otherwise the poles
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-- from the remaining rails will automatically connect and bridge the gap in
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-- the power supply!
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if entity.name:match("bi%-%a+%-rail%-power") and base_entry.pole and base_entry.pole.valid then
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BioInd.writeDebug("Before")
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BioInd.writeDebug("Disconnecting %s!", { BioInd.print_name_id(base_entry.pole) })
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base_entry.pole.disconnect_neighbour()
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BioInd.writeDebug("After")
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end
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-- Default: Remove all hidden entities!
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for hidden, h_name in pairs(compound_entity.hidden or {}) do
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BioInd.show("hidden", hidden)
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@ -544,6 +554,14 @@ local function On_Pre_Remove(event)
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end
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storage[compound_entity.tab][entity.unit_number] = nil
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-- Rail-to-power: Connections must be explicitely removed, otherwise the poles
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-- from the different rail tracks hooked up to this connector will automatically
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-- keep the separate power networks connected!
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elseif entity.name == "bi-power-to-rail-pole" then
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BioInd.writeDebug("Rail-to-power connector has been removed")
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entity.disconnect_neighbour()
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BioInd.writeDebug("Removed copper wires from %s (%g)", { entity.name, entity.unit_number })
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-- Removed seedling
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elseif entity.name == "seedling" then
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BioInd.writeDebug("Seedling has been removed")
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@ -614,6 +632,7 @@ local function On_Death(event)
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storage.bi.trees[entity.name] or
|
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-- Entity checks
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entity.name == storage.compound_entities["bi-arboretum"].hidden.radar.name or
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entity.name == "bi-power-to-rail-pole" or
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entity.name == "seedling" then
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BioInd.writeDebug("Divert to On_Pre_Remove!")
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On_Pre_Remove(event)
|
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|
|
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|
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@ -340,9 +340,9 @@ if settings.startup["angels-use-angels-barreling"] and settings.startup["angels-
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data.raw.technology["bi-tech-fertilizer"].prerequisites = {
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"bi-tech-bio-farming",
|
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-- AND (
|
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"angels-water-treatment", -- sulfur
|
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"water-treatment", -- sulfur
|
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-- OR
|
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"angels-fluid-barreling", -- barreling (needed 'angels-water-treatment' as prerequisites)
|
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"angels-fluid-barreling", -- barreling (needed 'water-treatment' as prerequisites)
|
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-- )
|
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}
|
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end
|
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|
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@ -350,12 +350,12 @@ end
|
|||
|
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----- Angels Merge ----
|
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if mods["angelspetrochem"] then
|
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data.raw.item["angels-pellet-coke"].icon = "__angelspetrochemgraphics__/graphics/icons/pellet-coke.png"
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data.raw.item["angels-pellet-coke"].icon_size = 32
|
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data.raw.item["angels-pellet-coke"].fuel_acceleration_multiplier = 1.1
|
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data.raw.item["angels-pellet-coke"].fuel_top_speed_multiplier = 1.2
|
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data.raw.item["pellet-coke"].icon = "__angelspetrochem__/graphics/icons/pellet-coke.png"
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data.raw.item["pellet-coke"].icon_size = 32
|
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data.raw.item["pellet-coke"].fuel_acceleration_multiplier = 1.1
|
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data.raw.item["pellet-coke"].fuel_top_speed_multiplier = 1.2
|
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|
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data.raw.recipe["angels-pellet-coke"].category = "biofarm-mod-smelting"
|
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data.raw.recipe["pellet-coke"].category = "biofarm-mod-smelting"
|
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thxbob.lib.tech.remove_recipe_unlock("angels-coal-processing-2", "pellet-coke")
|
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thxbob.lib.tech.add_recipe_unlock("angels-coal-cracking", "pellet-coke")
|
||||
end
|
||||
|
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@ -372,8 +372,8 @@ if data.raw.item["ash"] and mods["pycoalprocessing"] then
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thxbob.lib.recipe.replace_ingredient("bi-seedling-2", "bi-ash", "ash")
|
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thxbob.lib.recipe.replace_ingredient("bi-logs-2", "bi-ash", "ash")
|
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|
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data.raw.recipe["bi-ash-1"].results[1].name = "ash"
|
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data.raw.recipe["bi-ash-2"].results[1].name = "ash"
|
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data.raw.recipe["bi-ash-1"].result = "ash"
|
||||
data.raw.recipe["bi-ash-2"].result = "ash"
|
||||
|
||||
thxbob.lib.recipe.replace_ingredient("bi-stone-brick", "bi-ash", "ash")
|
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thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "bi-ash", "ash")
|
||||
|
|
@ -429,7 +429,7 @@ end
|
|||
-- We only want to create nitrogen if it doesn't exist yet. We then also need to create
|
||||
-- liquid air.
|
||||
|
||||
if not data.raw.fluid["nitrogen"] and not data.raw.fluid["kr-nitrogen"] then
|
||||
if not data.raw.fluid["nitrogen"] then
|
||||
data:extend({
|
||||
{
|
||||
type = "fluid",
|
||||
|
|
@ -488,23 +488,20 @@ if not data.raw.fluid["nitrogen"] and not data.raw.fluid["kr-nitrogen"] then
|
|||
|
||||
-- Recipes for "bi-liquid-air" and "bi-nitrogen" aren't needed!
|
||||
else
|
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local oxygen = data.raw.fluid["kr-oxygen"] and "kr-oxygen" or "oxygen"
|
||||
local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen"
|
||||
|
||||
-- Remove recipe unlocks
|
||||
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-liquid-air")
|
||||
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-nitrogen")
|
||||
BioInd.writeDebug("Removed recipe unlocks for \"bi-liquid-air\" and \"bi-nitrogen\"")
|
||||
|
||||
-- Replace liquid air with oxygen (from Krastorio/K2) in recipes for Algae Biomass 2 and 3
|
||||
if data.raw.fluid[oxygen] then
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", oxygen)
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", oxygen)
|
||||
if data.raw.fluid.oxygen then
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "kr-oxygen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "kr-oxygen")
|
||||
BioInd.writeDebug("Replaced \"liquid-air\" with \"oxygen\" in recipes \"bi-biomass-2\" and \"bi-biomass-3\"")
|
||||
-- Perhaps there is no oxygen? But there's nitrogen for sure, so we fall back to that!
|
||||
elseif data.raw.fluid[nitrogen] then
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", nitrogen)
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", nitrogen)
|
||||
elseif data.raw.fluid.nitrogen then
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "nitrogen")
|
||||
BioInd.writeDebug("Replaced \"liquid-air\" with \"nitrogen\" in recipes \"bi-biomass-2\" and \"bi-biomass-3\"")
|
||||
end
|
||||
|
||||
|
|
@ -515,18 +512,20 @@ else
|
|||
end
|
||||
|
||||
|
||||
|
||||
|
||||
-- Replace nitrogen (BI) with bob-nitrogen (Bob's) in recipe "bi-nitrogen"
|
||||
if data.raw.fluid["bob-nitrogen"] then
|
||||
local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen"
|
||||
thxbob.lib.recipe.remove_result("bi-nitrogen", nitrogen)
|
||||
|
||||
thxbob.lib.recipe.remove_result("bi-nitrogen", "nitrogen")
|
||||
thxbob.lib.recipe.add_result("bi-nitrogen", {
|
||||
type = "fluid",
|
||||
name = "bob-nitrogen",
|
||||
amount = 40
|
||||
})
|
||||
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", nitrogen, "bob-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", nitrogen, "bob-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "bob-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "bob-nitrogen")
|
||||
|
||||
BioInd.writeDebug("Update nitrogen compatibility for Bob's")
|
||||
|
||||
|
|
@ -643,7 +642,7 @@ if data.raw.item["bob-resin"] then
|
|||
|
||||
end
|
||||
|
||||
--- Update seeds to work with Space Age if present.
|
||||
--- Updaet seeds to work with Space Age if present.
|
||||
|
||||
if data.raw.item["tree-seed"] then
|
||||
|
||||
|
|
@ -753,7 +752,54 @@ 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
|
||||
|
||||
|
||||
|
|
@ -911,13 +957,9 @@ if set then
|
|||
end
|
||||
end
|
||||
|
||||
-- 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
|
||||
-- Compatibility with Industrial Revolution
|
||||
--require("prototypes.Industrial_Revolution")
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Add icons to our prototypes
|
||||
|
|
|
|||
|
|
@ -69,6 +69,7 @@ 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
|
||||
|
|
|
|||
Binary file not shown.
|
Before Width: | Height: | Size: 69 KiB After Width: | Height: | Size: 11 KiB |
|
|
@ -1,22 +1,22 @@
|
|||
{
|
||||
"name": "Bio_Industries_2",
|
||||
"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",
|
||||
"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": "2.0.21",
|
||||
"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"
|
||||
]
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
## Produktion
|
||||
bi-arboretum=Ein __ENTITY__bi-arboretum__ kann die Bodenfertilität im Umkreis verbessern und Bäume anpflanzen.
|
||||
bi-bio-farm=In der __ENTITY__bi-bio-farm__ wachsen __ENTITY__seedling__e zu Bäumen heran und werden gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet. Tagsüber deckt ein integriertes Solarpanel einen Teil des Strombedarfs.
|
||||
bi-bio-garden=Der __ENTITY__bi-bio-garden__ reinigt die Luft und absorbiert Schadstoffe.\n(Ein __ENTITY__bi-bio-garden__ kann pro Sekunde 1.5 Schadstoffeinheiten absorbieren — etwa so viel wie 1500 Bäume!)
|
||||
bi-bio-garden=Der __ENTITY__bi-bio-garden__ reinigt die Luft und absorbiert Schadstoffe.\n(Ein __ENTITY__bi-bio-garden__ kann pro Sekunde 45 Schadstoffeinheiten absorbieren — etwa so viel wie 1500 Bäume!)
|
||||
bi-bio-greenhouse=Im __ENTITY__bi-bio-greenhouse__ werden __ENTITY__seedling__e gezüchtet.
|
||||
seedling=Ein junger Baum, der in der __ENTITY__bi-bio-farm__ zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird, sobald er ausgewachsen ist. Du kannst ihn auch direkt in die Erde pflanzen und dabei zusehen, wie er in der freien Natur zu einem großen Baum heranwächst. \nHinweis: Die __ENTITY__seedling__e wachsen besser, wenn du vorher den Boden düngst!
|
||||
|
||||
|
|
|
|||
|
|
@ -2,9 +2,9 @@
|
|||
## Production
|
||||
bi-arboretum=__ENTITY__bi-arboretum__s change the surrounding terrain with fertilizer or plant trees.
|
||||
bi-bio-farm=__ENTITY__bi-bio-farm__s are where __ENTITY__seedling__s grow into trees that are processed to __ITEM__wood__ and __ITEM__bi-woodpulp__. An integrated solar panel provides some of the energy during the day.
|
||||
bi-bio-garden=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 1.5 pollution units per second — as much as 1500 trees!)
|
||||
bi-bio-garden-large=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 12 pollution units per second — as much as 12,000 trees!)
|
||||
bi-bio-garden-huge=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 96 pollution units per second — as much as 96,000 trees!)
|
||||
bi-bio-garden=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 45 pollution units per second — as much as 1500 trees!)
|
||||
bi-bio-garden-large=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 300 pollution units per second — as much as 12,000 trees!)
|
||||
bi-bio-garden-huge=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 2880 pollution units per second — as much as 96,000 trees!)
|
||||
bi-bio-greenhouse=Just the right place to grow __ITEM__bi-seed__s and __ENTITY__seedling__s!
|
||||
seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!
|
||||
|
||||
|
|
|
|||
|
|
@ -1,52 +0,0 @@
|
|||
[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__.
|
||||
|
|
@ -1,57 +0,0 @@
|
|||
[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
|
||||
|
|
@ -1,59 +0,0 @@
|
|||
[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
|
||||
|
|
@ -1,58 +0,0 @@
|
|||
[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
|
||||
|
|
@ -1,43 +0,0 @@
|
|||
[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!
|
||||
|
|
@ -1,46 +0,0 @@
|
|||
[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)
|
||||
|
|
@ -1,136 +0,0 @@
|
|||
[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
|
||||
|
|
@ -1,125 +0,0 @@
|
|||
[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__
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
[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
|
||||
|
|
@ -1,52 +0,0 @@
|
|||
[entity-description]
|
||||
## Production
|
||||
bi-arboretum=Modifica o terreno ao redor ao fertilizar ou plantar árvores.
|
||||
bi-bio-farm=É onde __ENTITY__seedling__s crescem em árvores que são processadas em __ITEM__wood__ e __ITEM__bi-woodpulp__. Um painel solar integrado provê um pouco de energia durante o dia.
|
||||
bi-bio-garden=Remove poluição do ar. (Este jardim biológico consegue absorver 1.5 unidades de poluição por segundo — o mesmo que 1500 árvores!)
|
||||
bi-bio-garden-large=Remove poluição do ar. (Este jardim biológico consegue absorver 12 unidades de poluição por segundo — o mesmo que 12.000 árvores!)
|
||||
bi-bio-garden-huge=Remove poluição do ar. (Este jardim biológico consegue absorver 96 unidades de poluição por segundo — o mesmo que 96.000 árvores!)
|
||||
bi-bio-greenhouse=O lugar certo para crescer __ITEM__bi-seed__ em __ENTITY__seedling__s!
|
||||
seedling=Uma árvore jovem, perfeita para plantar. Você também pode plantá-la no solo e ela crescerá e se tornará uma árvore. Lembre-se de fertilizar o solo primeiro para aumentar as chances de crescimento!
|
||||
|
||||
bi-bio-reactor=É utilizado para produzir e processar biomassa.
|
||||
bi-cokery=__ITEM__wood__ e __ITEM__bi-woodpulp__ são refinados em __ITEM__wood-charcoal__ e outros combustíveis na __ENTITY__bi-cokery__.
|
||||
bi-stone-crusher=Essas máquinas trituram __ITEM__stone__ e __ITEM__concrete__ em todas as formas.
|
||||
|
||||
|
||||
## Power
|
||||
bi-bio-accumulator=Armazena grandes quantidades de energia. Às vezes, o tamanho realmente importa…
|
||||
bi-bio-boiler=Possui eficiência semelhante a uma __ENTITY__boiler__ normal, porém produz 75% menos poluição!
|
||||
bi-bio-solar-farm=É um grande __ENTITY__solar-panel__ que gera muita energia em um espaço mínimo.
|
||||
bi-large-substation=Pode alimentar máquinas em uma grande área.
|
||||
bi-solar-boiler=Utiliza energia solar para gerar eletricidade e vapor.
|
||||
bi-solar-mat=Este pavimento especial contém painéis solares. Cada peça gerará 10 kW de eletricidade e aumentará sua velocidade de caminhada. (Obrigado, Elon Musk!)
|
||||
|
||||
|
||||
## Weaponry
|
||||
bi-bio-cannon=Atira APENAS em ninhos e vermes! (Alcance: 120)\nEste protótipo é incapaz de mirar manualmente.
|
||||
bi-dart-turret=Essas torres estão imediatamente disponíveis e protegem você de ataques inimigos a um custo mínimo. Os dardos causam menos dano do que munições, porém a __ENTITY__bi-dart-turret__ possui um alcance maior e pode disparar a uma velocidade maior do que a __ENTITY__gun-turret__.
|
||||
|
||||
|
||||
## Rail stuff
|
||||
bi-power-to-rail-pole=Conecta seu __ENTITY__bi-rail-power__ à rede elétrica!\nATENÇÃO: Ao colocar um __ENTITY__bi-power-to-rail-pole__ ao alcance de dois __ENTITY__bi-rail-power__ que estejam paralelos ou se cruzando, você conectará essas redes elétricas!
|
||||
bi-rail-power=Trilhos que também conduzem eletricidade. Conecte-os a uma rede elétrica com um __ENTITY__bi-power-to-rail-pole__!
|
||||
bi-rail-wood-bridge=Uma ponte ferroviária de madeira.\nNota: Você não pode andar sobre ela!
|
||||
bi-rail-wood=Trilho de madeira
|
||||
rail-remnants-wood-bridge=Restos de ponte de madeira
|
||||
rail-remnants-wood=Restos de trilho de madeira
|
||||
|
||||
|
||||
## Miscallenous wooden products
|
||||
bi-wood-pipe-to-ground=Um __ENTITY__pipe-to-ground__ feito de __ITEM__wood__ e Cobre
|
||||
bi-wood-pipe=Um __ENTITY__pipe__ feito de __ITEM__wood__ e Cobre
|
||||
bi-wooden-chest-giga=Um baú de madeira imenso
|
||||
bi-wooden-chest-huge=Um baú de madeira grande
|
||||
bi-wooden-chest-large=Um baú de madeira médio
|
||||
bi-wooden-fence=É fácil de fabricar. Não ajudará muito contra inimigos fortes, mas manterá os primeiros inimigos afastados para que você possa se concentrar em iniciar sua fábrica.
|
||||
bi-wooden-pole-big=Será curado automaticamente se o jogo estiver com a "Evolução" dos inimigos habilitada.
|
||||
bi-wooden-pole-bigger=Será curado automaticamente se o jogo estiver com a "Evolução" dos inimigos habilitada.
|
||||
bi-wooden-pole-huge=Abrange grandes distâncias (64 blocos) com __ITEM__copper-cable__, __ITEM__green-wire__, ou __ITEM__red-wire__.
|
||||
|
||||
|
||||
## Compatibility with other mods
|
||||
bi-stone-crusher-sand=Essas máquinas produzem __ITEM__stone-crushed__ de __ITEM__stone__ e __ITEM__concrete__ em todas as formas. Também podem refinar __ITEM__stone-crushed__ para __ITEM__sand__.
|
||||
|
|
@ -1,57 +0,0 @@
|
|||
[entity-name]
|
||||
## Production
|
||||
bi-arboretum=Terraformador
|
||||
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
||||
|
||||
bi-bio-farm=Fazenda biológica
|
||||
bi-bio-garden=Jardim biológico
|
||||
bi-bio-garden-large=Jardim biológico grande
|
||||
bi-bio-garden-huge=Jardim biológico imenso
|
||||
bi-bio-greenhouse=Viveiro biológico
|
||||
seedling=Muda
|
||||
|
||||
bi-bio-reactor=Biorreator
|
||||
bi-cokery=Coqueria
|
||||
bi-stone-crusher=Triturador de pedras
|
||||
|
||||
|
||||
## Power
|
||||
bi-bio-accumulator=Acumulador imenso
|
||||
bi-bio-boiler=Biocaldeira
|
||||
bi-bio-solar-farm=Fazenda solar
|
||||
bi-large-substation=Subestação imensa
|
||||
bi-solar-boiler=Usina solar com caldeira
|
||||
bi-solar-mat=Chão Musk
|
||||
|
||||
|
||||
## Weaponry
|
||||
bi-bio-cannon=Protótipo de artilharia
|
||||
bi-dart-turret=Torre de dardos
|
||||
|
||||
|
||||
## Rail stuff
|
||||
bi-power-to-rail-pole=Conector de trilho elétrico
|
||||
bi-rail-power=Trilho elétrico
|
||||
bi-rail-wood-bridge=Ponte ferroviária de madeira
|
||||
bi-rail-wood=Trilho de madeira
|
||||
bi-straight-rail-wood=Trilho de madeira
|
||||
bi-curved-rail-a-wood=Trilho de madeira
|
||||
bi-curved-rail-b-wood=Trilho de madeira
|
||||
bi-half-diagonal-rail-wood=Trilho de madeira
|
||||
rail-remnants-wood-bridge=Restos de ponte ferroviária de madeira
|
||||
rail-remnants-wood=Restos de triho de madeira
|
||||
|
||||
|
||||
## Miscallenous wooden products
|
||||
bi-wood-pipe-to-ground=Cano de madeira subterrâneo
|
||||
bi-wood-pipe=Cano de madeira
|
||||
bi-wooden-chest-giga=Baú de madeira imenso
|
||||
bi-wooden-chest-huge=Baú de madeira grande
|
||||
bi-wooden-chest-large=Baú de madeira médio
|
||||
bi-wooden-fence=Cerca de madeira
|
||||
bi-wooden-pole-big=Poste de madeira grande
|
||||
bi-wooden-pole-bigger=Poste de madeira enorme
|
||||
bi-wooden-pole-huge=Poste de madeira imenso
|
||||
#~ 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=Baú de madeira pequeno
|
||||
|
|
@ -1,59 +0,0 @@
|
|||
[BI-item-description]
|
||||
# __ITEM__fertilizer__ deve ser substituído por __BI-ITEM__fertilizer__, mas não podemos nos referir a ele,
|
||||
# então codificamos seu conteúdo aqui.
|
||||
#~ fertilizer=__ITEM__fertilizer__ permite que seus cultivos cresçam mais rápido e também é usado para produzir biomassa de algas.
|
||||
fertilizer=O fertilizante comum permite que seus cultivos cresçam mais rápido e também é usado para produzir biomassa de algas.
|
||||
|
||||
[item-description]
|
||||
## Production
|
||||
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ — O ingrediente especial que transforma uma produção muito melhorada em uma superprodução. Disponível apenas para usuários das Bioindústrias! :-)
|
||||
fertilizer=__ITEM__fertilizer__ permite que seus cultivos cresçam mais rápido e também é usado para produzir biomassa de algas.
|
||||
|
||||
bi-purified-air=Ar limpo, poluição removida!
|
||||
|
||||
bi-arboretum-r1=Planta árvores ao redor da construção
|
||||
bi-arboretum-r2=__ITEM__fertilizer__ é utilizado para terraformar o terreno ao redor da construção.
|
||||
bi-arboretum-r3=__ITEM__bi-adv-fertilizer__ é utilizado para terraformar o terreno ao redor da construção.
|
||||
bi-arboretum-r4=Planta árvores e utiliza __ITEM__fertilizer__ para terraformar o terreno ao redor da construção.
|
||||
bi-arboretum-r5=Planta árvores e utiliza __ITEM__bi-adv-fertilizer__ para terraformar o terreno ao redor da construção.
|
||||
|
||||
bi-seed-bomb-advanced=Espalha __ITEM__bi-seed__ em um raio de 30 blocos ao redor do local do impacto. __ITEM__bi-adv-fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores rapidamente!
|
||||
bi-seed-bomb-basic=Espalha __ITEM__bi-seed__ em um raio de 24 blocos ao redor do local do impacto, com um pouco de sorte elas se tornarão árvores!
|
||||
bi-seed-bomb-standard=Espalha __ITEM__bi-seed__ em um raio de 27 blocos ao redor do local do impacto. __ITEM__fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores.
|
||||
|
||||
bi-seed=Se tornará uma __ENTITY__seedling__.
|
||||
|
||||
|
||||
## Weaponry
|
||||
bi-bio-cannon-basic-ammo=Propelido por foguete, baixo dano físico (disparado por protótipo de artilharia)
|
||||
bi-bio-cannon-biological-ammo=Propelido por foguete, alto dano biológico (disparado por protótipo de artilharia)
|
||||
bi-bio-cannon-poison-ammo=Propelido por foguete, médio dano venenoso (disparado por protótipo de artilharia)
|
||||
bi-bio-cannon-proto-ammo=Propelido por explosivos, baixo dano físico (disparado por protótipo de artilharia)
|
||||
|
||||
bi-dart-magazine-basic=Machuca um pouco.
|
||||
bi-dart-magazine-enhanced=Efeitos anteriores acrescido de dano ácido.
|
||||
bi-dart-magazine-poison=Efeitos anteriores acrescido de envenenamento.
|
||||
bi-dart-magazine-standard=Efeitos anteriores acrescido de perfuração através de alvos.
|
||||
bi-dart-rifle=Esta arma econômica utiliza munição de fácil produção e é eficaz em afastar inimigos mais fracos.
|
||||
|
||||
|
||||
## Resources
|
||||
bi-ash=__ITEM__bi-ash__ é um recurso valioso!
|
||||
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Ácido sulfúrico — todos estes podem ser feitos com __ITEM__bi-cellulose__!
|
||||
bi-woodpulp=__ITEM__bi-woodpulp__ pode ser utilizado para vários própositos. Quando queimado, irá poluir menos que __ITEM__wood__, porém dará apenas metade da energia.
|
||||
coal=Você precisará disso!
|
||||
pellet-coke=Mais energia que __ITEM__solid-fuel__ com apenas 60% de emissões, mais um pequeno aumento na velocidade máxima - por que você não abastece seus trens com __ITEM__pellet-coke__ já?!
|
||||
resin=__ITEM__resin__ é uma substância pegajosa que pode ser processada para obter gás de petróleo!
|
||||
solid-fuel=__ITEM__solid-fuel__ fornece menos energia do que __ITEM__wood-bricks__, mas também gera poluição ao queimar. Além disso, fará com que seus veículos acelerem mais rápido e tenham uma velocidade máxima maior.
|
||||
stone-crushed=__ITEM__stone-crushed__ é usado principalmente para construir ferrovias e estradas.
|
||||
wood-bricks=__ITEM__bi-woodpulp__ compressada provê muita energia enquanto polui menos. É um substituto inicial para __ITEM__solid-fuel__.
|
||||
wood-charcoal=Fornece mais energia do que __ITEM__coal__ e gera muito menos poluição. Infelizmente, não é tão versátil, então você ainda precisará de __ITEM__coal__!
|
||||
wood=Baseie sua produção de energia neste recurso renovável!\nObservação: Há muito mais usos além da simples combustão!
|
||||
|
||||
|
||||
## Compatibility with other mods
|
||||
#~ sand=__ITEM__sand__
|
||||
sand=Areia
|
||||
|
||||
## Rail stuff
|
||||
bi-rail-wood=Trilho de madeira
|
||||
|
|
@ -1,58 +0,0 @@
|
|||
[BI-item-name]
|
||||
fertilizer=Fertilizante comum
|
||||
|
||||
[item-name]
|
||||
## Production
|
||||
bi-adv-fertilizer=BI-Super-Fertilizante(™)
|
||||
#~ fertilizer=Fertilizante "Run of ye olde mill"(™)
|
||||
fertilizer=Fertilizante comum
|
||||
|
||||
bi-purified-air=Ar purificado
|
||||
|
||||
bi-arboretum-r1=Planta árvores
|
||||
bi-arboretum-r2=Terraforma o terreno (básico)
|
||||
bi-arboretum-r3=Terraforma o terreno (avançado)
|
||||
bi-arboretum-r4=Terraforma o terreno & planta árvores (básico)
|
||||
bi-arboretum-r5=Terraforma o terreno & planta árvores (avançado)
|
||||
|
||||
bi-seed-bomb-advanced=Bomba de sementes avançada
|
||||
bi-seed-bomb-basic=Bomba de sementes básica
|
||||
bi-seed-bomb-standard=Bomba de sementes
|
||||
bi-seed=Sementes de árvore
|
||||
|
||||
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
||||
bi-biomass=Biomassa de algas
|
||||
bi-liquid-air=Ar líquido
|
||||
nitrogen=Nitrogênio
|
||||
|
||||
## Weaponry
|
||||
bi-bio-cannon-basic-ammo=Munição de foguete de protótipo de artilharia
|
||||
bi-bio-cannon-biological-ammo=Munição biológica de protótipo de artilharia
|
||||
bi-bio-cannon-poison-ammo=Munição venenosa de protótipo de artilharia
|
||||
bi-bio-cannon-proto-ammo=Munição comum de protótipo de artilharia
|
||||
|
||||
bi-dart-magazine-basic=Munição de dardo básica
|
||||
bi-dart-magazine-enhanced=Munição de dardo aprimorada
|
||||
bi-dart-magazine-poison=Munição de dardo venenosa
|
||||
bi-dart-magazine-standard=Munição de dardo
|
||||
bi-dart-rifle=Rifle de dardos
|
||||
|
||||
|
||||
## Resources
|
||||
bi-ash=Cinzas
|
||||
bi-cellulose=Celulose
|
||||
bi-woodpulp=Polpa de madeira
|
||||
pellet-coke=Pellet de coque
|
||||
resin=Resina
|
||||
stone-crushed=Pedra britada
|
||||
wood-bricks=Tijolos de madeira
|
||||
wood-charcoal=Carvão vegetal
|
||||
|
||||
|
||||
## Compatibility with other mods
|
||||
sand=Areia
|
||||
slag=Impureza
|
||||
|
||||
|
||||
## Rail stuff
|
||||
bi-rail-wood=Trilho de madeira
|
||||
|
|
@ -1,5 +0,0 @@
|
|||
[mod-name]
|
||||
Bio_Industries_2=Bioindústrias
|
||||
|
||||
[mod-description]
|
||||
Bio_Industries_2=Explore máquinas e itens biotecnológicos úteis, como a Fazenda Biológica para o cultivo de árvores, a Fazenda Solar e o Acumulador imenso para melhorar sua rede elétrica. A seção de Biocombustíveis pode produzir plástico e baterias a partir de matérias orgânicas. Há diversos produtos de madeira novos, como o poste de madeira enorme, os canos de madeira e a torre de dardos. Plante árvores, terraforme terrenos desérticos em pastagens utilizando fertilizante, ajude as árvores a crescerem melhor e muito mais... Visite a página inicial dos fóruns para obter mais informações e feedback!
|
||||
|
|
@ -1,43 +0,0 @@
|
|||
[fluid-name]
|
||||
#~ bi-biomass=Biomassa de algas
|
||||
bi-biomass=__ITEM__bi-biomass__
|
||||
# We don't seem to use that!
|
||||
#~ bi-ground-water=Água
|
||||
liquid-air=Ar líquido
|
||||
nitrogen=Nitrogênio
|
||||
water-saline=Água salina
|
||||
bi-fertilizer-fluid=__ITEM__fertilizer__ líquido
|
||||
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ líquido
|
||||
|
||||
[fluid-description]
|
||||
bi-fertilizer-fluid=__ITEM__fertilizer__ líquido facilita a limpeza ecológica.
|
||||
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ líquido -- é exatamente o que você precisa se realmente quiser fazer uma limpeza ecológica na sua fábrica!
|
||||
|
||||
[tile-name]
|
||||
bi-solar-mat=Tapete solar
|
||||
bi-wood-floor=Chão de madeira
|
||||
|
||||
[item-group-name]
|
||||
bio-industries=Bioindústrias
|
||||
|
||||
[ammo-category-name]
|
||||
Bio_Cannon_Ammo=Munição de biocanhão
|
||||
Bio_Turret_Ammo=Munição de biotorre balística
|
||||
|
||||
[damage-type-name]
|
||||
Biological=Biológico
|
||||
bob-pierce=Perfuração
|
||||
|
||||
[modifier-description]
|
||||
Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ dano: +__1__
|
||||
Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ velocidade de disparo: +__1__
|
||||
Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ bônus de dano de munição: +__1__
|
||||
Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ bônus de velocidade de disparo: +__1__
|
||||
bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ bônus de dano: +__1__
|
||||
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ bônus de dano: +__1__
|
||||
|
||||
[bi-misc]
|
||||
growing-tree=Árvore em crescimento
|
||||
growing-tree-desc=Com o tempo, uma grande árvore crescerá a partir desta __ENTITY__seedling__.
|
||||
young-tree=Árvore jovem
|
||||
young-tree-desc=Esta árvore ainda está jovem e não dará muita madeira. É melhor esperar até que ela esteja totalmente crescida antes de cortá-la!
|
||||
|
|
@ -1,46 +0,0 @@
|
|||
[mod-name]
|
||||
Bio_Industries=Bioindústrias
|
||||
|
||||
[mod-setting-name]
|
||||
BI_Bio_Cannon=Habilitar: Protótipo de Artilharia
|
||||
BI_Bio_Fuel=Habilitar: Produção de biocombustíveis
|
||||
# Added for 0.18.32/1.1.2
|
||||
BI_Easy_Bio_Gardens=Habilitar: Jardins biológicos fáceis
|
||||
# Added for 1.1.8
|
||||
BI_Bigger_Wooden_Chests=Habilitar: Tier de baús de madeira
|
||||
BI_Enable_gvv_support=Compatibilidade: Suporte para GVV
|
||||
BI_Game_Tweaks_Bot=Ajustes de jogabilidade: Robôs
|
||||
BI_Game_Tweaks_Disassemble=Ajustes de jogabilidade: Receitas de desmantelamento
|
||||
BI_Game_Tweaks_Emissions_Multiplier=Ajustes de jogabilidade: Emissões de combustível variáveis
|
||||
BI_Game_Tweaks_Player=Ajustes de jogabilidade: Jogador
|
||||
BI_Game_Tweaks_Production_Science=Ajustes de jogabilidade: Receita alternativa para __ITEM__production-science-pack__
|
||||
BI_Game_Tweaks_Recipe=Ajustes de jogabilidade: Receitas modificadas
|
||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Ajustes de jogabilidade: Caixas de colisão menores para árvores
|
||||
BI_Game_Tweaks_Stack_Size=Ajustes de jogabilidade: Tamanho da pilha de itens
|
||||
BI_Game_Tweaks_Tree=Ajustes de jogabilidade: Rendimento de árvores
|
||||
#~ BI_Hide_musk_floor_in_mapview=Ocultar sobreposição de grade elétrica para o Chão Musk na visualização do mapa
|
||||
BI_Show_musk_floor_in_mapview=Habilitar: Sobreposição de rede elétrica para __ENTITY__bi-solar-mat__ na visualização de mapa
|
||||
BI_Solar_Additions=Habilitar: Adições bio solares
|
||||
|
||||
[mod-setting-description]
|
||||
BI_Bio_Cannon=O protótipo de artilharia é muito poderoso, porém só atira em ninhos.\n(Padrão: ligado)
|
||||
BI_Bio_Fuel=Permite a produção de derivados de petróleo a partir de __ITEM__bi-biomass__\n(Padrão: ligado)
|
||||
# Added for 0.18.32/1.1.2
|
||||
BI_Easy_Bio_Gardens=Os jardins biológicos consomem fertilizante fluído pronto, apenas uma tubulação será suficiente para fornecer todos os ingredientes. No entanto, isso requer 50% mais fertilizante do que combinar fertilizante sólido e água no local. Os jardins biológicos transmitirão eletricidade para os jardins biológicos adjacentes. Organize-os em uma grade, com no máximo 1 quadrado de espaço entre 2 jardins biológicos e eles serão magicamente conectados. :-)\n(Padrão: desligado)
|
||||
# Added for 1.1.8
|
||||
BI_Bigger_Wooden_Chests=Adiciona receitas para __ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__ e __ENTITY__bi-wooden-chest-giga__
|
||||
#~ BI_Enable_gvv_support=O "Visualizador de Variáveis Globais da API Lua" (gvv) permite que você inspecione a tabela global de outros mods. Se quiser ajudar na depuração de "Bioindústrias", ative-o e digite "\gvv" no console de bate-papo para abrir a interface gráfica do gvv.\n(Padrão: desligado)
|
||||
BI_Enable_gvv_support=O "Visualizador de Variáveis Globais da API Lua" (gvv) permite que você inspecione a tabela global de outros mods. Se quiser ajudar na depuração de "Bioindústrias", ative-o e digite "\gvv" no console de bate-papo para abrir a interface gráfica do gvv!\n(Padrão: desligado)
|
||||
BI_Game_Tweaks_Bot=Os robôs não podem ser minerados nem pegam fogo.\n(Padrão: desligado)
|
||||
BI_Game_Tweaks_Disassemble=Permita que algumas receitas sejam desmanteladas. Você receberá cerca de 50% dos recursos de volta.\n(Padrão: ligado)
|
||||
BI_Game_Tweaks_Emissions_Multiplier=Bob começou isso. A ideia geral é que combustíveis não processados poluem mais do que combustíveis mais refinados. Assim, __ITEM__coal__ produzirá 200% de poluição, enquanto __ITEM__solid-fuel__ produzirá apenas 85%. Consulte "Fuel Values.xlsx" na pasta mod para mais informações!\n(Padrão: ligado)
|
||||
BI_Game_Tweaks_Player=Distância de construção, queda e alcance: 6 => 20\nDistância de alcance para coleta de item 1 => 4\nDistância de alcance de recurso: 2.7 => 4\nDistância de coleta de saque: 2 => 5\n(Padrão: desligado)
|
||||
BI_Game_Tweaks_Production_Science=Habilita uma receita alternativa para o __ITEM__production-science-pack__.\n(Padrão: ligado)
|
||||
#~ BI_Game_Tweaks_Recipe=Receitas modificadas: CONCRETO Removido: Minério de ferro Adicionado: Bastão de ferro, MURO DE PEDRA Adicionado: Bastão de ferro, TRILHOS Removido: pedra Adicionado: Pedra britada e concreto, MACHADO DE AÇO Removido: Bastão de ferro Adicionado: Machado de ferro
|
||||
BI_Game_Tweaks_Recipe=Receitas modificadas:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (requer __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Padrão: ligado)
|
||||
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: Esta configuração vem habilitada por padrão. Caso contrário, as árvores terão uma área de colisão maior, tornando as florestas mais propensas a bloquear jogadores, veículos e mordedores. Não tenho certeza se isso terá algum efeito colateral!\n(Padrão: ligado)
|
||||
BI_Game_Tweaks_Stack_Size=Afeta tamanhos de pilha de __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__ e __ITEM__slag__.\n(Padrão: ligado)
|
||||
BI_Game_Tweaks_Tree=Ajustes do jogo - as árvores fornecem aleatoriamente de 1 a 6 __ITEM__wood__s quando cortadas. (Normal: 4)\n(Padrão: ligado)
|
||||
#~ BI_Hide_musk_floor_in_mapview=Na visualização do mapa, a sobreposição da rede elétrica ficará oculta para o Chão Musk se esta configuração estiver habilitada. Isso não deve ser alterado em um jogo em andamento, pois aplicar a configuração a cada piso de Musk pode levar algum tempo!
|
||||
BI_Show_musk_floor_in_mapview=Exibe a sobreposição da rede elétrica para __ENTITY__bi-solar-mat__ na visualização do mapa. Isso não deve ser alterado em um jogo em andamento, pois aplicar a configuração a cada bloco __ENTITY__bi-solar-mat__ pode levar algum tempo!\n(Padrão: ligado)
|
||||
BI_Solar_Additions=Permite itens solares como a __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ e __ENTITY__bi-large-substation__.\n(Padrão: ligado)
|
||||
|
|
@ -1,136 +0,0 @@
|
|||
[recipe-description]
|
||||
## Production
|
||||
bi-adv-fertilizer-1=Use __ITEM__bi-adv-fertilizer__ para uma superprodução — é muito melhor do que __ITEM__fertilizer__! (Feito com __ITEM__alien-artifact__)
|
||||
bi-adv-fertilizer-2=Use __ITEM__bi-adv-fertilizer__ para uma superprodução — é muito melhor do que __ITEM__fertilizer__!
|
||||
bi-fertilizer-1=Faz seus cultivos crescerem mais rápido, realmente funciona!
|
||||
bi-fertilizer-2=Faz seus cultivos crescerem mais rápido, realmente funciona! (Feito com hidróxido de sódio)
|
||||
bob-fertiliser=Faz seus cultivos crescerem mais rápido, realmente funciona!
|
||||
# Added for 0.18.32/1.1.2
|
||||
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolve em água
|
||||
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolve em água
|
||||
|
||||
bi-arboretum-r1=Nota: A receita nunca será concluída, as árvores são plantadas na varredura do setor.
|
||||
bi-arboretum-r2=Nota: A receita nunca será concluída, o solo é fertilizado na varredura do setor.
|
||||
bi-arboretum-r3=Nota: A receita nunca será concluída, o solo é fertilizado na varredura do setor.
|
||||
bi-arboretum-r4=Nota: A receita nunca será concluída, o solo é fertilizado e as árvores são plantadas na varredura do setor.
|
||||
bi-arboretum-r5=Nota: A receita nunca será concluída, o solo é fertilizado e as árvores são plantadas na varredura do setor.
|
||||
|
||||
bi-basic-gas-processing=Extração ineficiente de gás utilizando __ITEM__coal__ e __ITEM__resin__
|
||||
|
||||
bi-battery=Se você realmente pensar sobre isso, esta __ITEM__battery__ é feita de __ITEM__wood__!
|
||||
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ são opções econômicas de fabricar e permitem que você inicie facilmente sua rede ferroviária. Porém se você deseja utilizar __ENTITY__bi-rail-power__, você precisará de trilhos normais.
|
||||
|
||||
bi-biomass-1=Melhore sua produção de biomassa de algas com __ITEM__fertilizer__!
|
||||
bi-biomass-2=Retorna parte da biomassa de algas produzida para produzir mais!\nObservação: isso renderá menos (e levará mais tempo) do que usar a receita inicial, mas você economizará __ITEM__fertilizer__.
|
||||
bi-biomass-3=Retorna parte da biomassa de algas produzida para produzir grandes quantidades!\nNota: O valor adicionado de __ITEM__bi-ash__ lhe dará um rendimento muito maior em uma fração do tempo.
|
||||
|
||||
bi-biomass-conversion-1=Use biomassa de algas para produzir Petróleo leve e __ITEM__bi-cellulose__!
|
||||
bi-biomass-conversion-2=Use biomassa de algas para produzir Gás de petróleo!
|
||||
bi-biomass-conversion-3=Use biomassa de algas para produzir Lubrificante!
|
||||
bi-biomass-conversion-4=Use biomassa de algas para produzir Petróleo pesado e Água!
|
||||
|
||||
bi-seed-1=Use madeira e água para produzir __ITEM__bi-seed__!
|
||||
bi-seed-2=Aumente sua produção de __ITEM__bi-seed__ utilizando __ITEM__bi-ash__ como um fertilizante mais barato!
|
||||
bi-seed-3=Aumente sua produção de __ITEM__bi-seed__ ainda mais utilizando __ITEM__fertilizer__ ao invés de __ITEM__bi-ash__!
|
||||
bi-seed-4=Aumente drásticamente sua produção de __ITEM__bi-seed__ com __ITEM__bi-adv-fertilizer__!
|
||||
|
||||
bi-seedling-1=Use __ITEM__bi-seed__ e Água para crescer __ENTITY__seedling__s!
|
||||
bi-seedling-2=Produza mais utilizando __ITEM__bi-ash__ como um fertilizante mais barato!
|
||||
bi-seedling-3=Aumente sua produção utilizando __ITEM__fertilizer__!
|
||||
bi-seedling-4=Use __ITEM__bi-adv-fertilizer__ para uma superprodução!
|
||||
|
||||
bi-seed-bomb-advanced=Espalha __ITEM__bi-seed__ em um raio de 30 blocos ao redor do local do impacto. __ITEM__bi-adv-fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores rapidamente!
|
||||
bi-seed-bomb-basic=Espalha __ITEM__bi-seed__ em um raio de 24 blocos ao redor do local do impacto, com um pouco de sorte elas se tornarão árvores!
|
||||
bi-seed-bomb-standard=Espalha __ITEM__bi-seed__ em um raio de 27 blocos ao redor do local do impacto. __ITEM__fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores.
|
||||
|
||||
bi-logs-1=Cresça __ITEM__wood__ a moda antiga ao regar __ITEM__bi-seed__s!
|
||||
bi-logs-2=Melhore sua produção de __ITEM__wood__ ao utilizar __ITEM__bi-ash__ como um fertilizante mais barato!
|
||||
bi-logs-3=Cresça ainda mais __ITEM__wood__ ao utilizar __ITEM__fertilizer__ ao invés de __ITEM__bi-ash__!
|
||||
bi-logs-4=__ITEM__bi-adv-fertilizer__ é utilizado nesta receita. Preciso dizer mais alguma coisa?
|
||||
|
||||
|
||||
## Resources
|
||||
bi-ash-1=Queime __ITEM__wood__ para obter __ITEM__bi-ash__!
|
||||
bi-ash-2=Queime muita __ITEM__bi-woodpulp__ para obter muita __ITEM__bi-ash__!
|
||||
|
||||
bi-cellulose-1=Combine __ITEM__bi-woodpulp__ e Ácido sulfúrico e você fabricará __ITEM__bi-cellulose__.
|
||||
bi-cellulose-2=Aqueça um pouco as coisas para quadruplicar sua produção de __ITEM__bi-cellulose__!
|
||||
|
||||
bi-charcoal-1=O valor de combustível que você obterá ao processar __ITEM__bi-cellulose__ em __ITEM__wood-charcoal__ será apenas 20% do que você obteria no mesmo tempo ao fabricar __ITEM__wood-bricks__. No entanto, __ITEM__wood-charcoal__ pode ser transformado em __ITEM__coal__.
|
||||
bi-charcoal-2=Queimar __ITEM__wood__ concederá a você 60% mais __ITEM__wood-charcoal__ do que queimar __ITEM__bi-woodpulp__.
|
||||
bi-coal-1=Coloque __ITEM__wood-charcoal__, retire __ITEM__coal__…
|
||||
bi-coal-2=Coloque __ITEM__wood-charcoal__, retire ainda mais __ITEM__coal__… Tecnologia avançada permite uma produção consideravelmente aumentada de __ITEM__coal__!
|
||||
bi-coke-coal=Refinar __ITEM__coal__ irá aumentar seu valor de combustível. Também, __ITEM__pellet-coke__ causará menos poluição e dará um bônus de velocidade máxima e aceleração quando utilizado como combustível em veículos.
|
||||
bi-pellet-coke=Transforma __ITEM__solid-fuel__ em __ITEM__pellet-coke__
|
||||
bi-pellet-coke-2=Transforma carbono em __ITEM__pellet-coke__
|
||||
bi-solid-fuel=Transformar __ITEM__wood-bricks__ em __ITEM__solid-fuel__ é uma ótima maneira de se livrar do excesso de __ITEM__bi-woodpulp__!
|
||||
bi-wood-fuel-brick=__ITEM__wood-bricks__ são mais fáceis de lidar do que __ITEM__bi-woodpulp__ descompactada.
|
||||
|
||||
bi-crushed-stone-1=Faça __ITEM__stone-crushed__ a partir de __ITEM__stone__ que você encontrou ou minerou.
|
||||
#~ bi-crushed-stone-2=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__concrete__!
|
||||
#~ bi-crushed-stone-3=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__hazard-concrete__!
|
||||
#~ bi-crushed-stone-4=Você obterá o dobro de __ITEM__stone-crushed__ processando __ITEM__refined-concrete__ ao invés de __ITEM__concrete__, mas levará o dobro do tempo!
|
||||
#~ bi-crushed-stone-5=Você obterá o dobro de __ITEM__stone-crushed__ processando __ITEM__refined-hazard-concrete__ ao invés de __ITEM__hazard-concrete__, mas levará o dobro do tempo!
|
||||
bi-crushed-stone=O excesso de __ITEM__concrete__ e todas as suas variantes podem ser reciclados em __ITEM__stone-crushed__.
|
||||
bi-stone-brick=__ITEM__stone-brick__ feito mais rápido e com menos __ITEM__stone__!
|
||||
|
||||
bi-purified-air-1=Se você fornecer água suficiente e o bom e velho __ITEM__fertilizer__ o __ENTITY__bi-bio-garden__ limpará o ar por um tempo.
|
||||
bi-purified-air-1-fluid=Forneça __ITEM__fertilizer__ líquido ao __ENTITY__bi-bio-garden__ e ele limpará o ar por um tempo.
|
||||
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ e o __ENTITY__bi-bio-garden__ irá limpar o ar por muito mais tempo! Desta forma, você irá poupar muita água.
|
||||
bi-purified-air-2-fluid=Forneça __ITEM__bi-adv-fertilizer__ líquido ao __ENTITY__bi-bio-garden__ e ele limpará o ar por um longo tempo!
|
||||
|
||||
bi-resin-pulp=Claro que você pode extrair __ITEM__resin__ de __ITEM__bi-woodpulp__, porém não é muito eficiente.
|
||||
bi-resin-wood=Processe __ITEM__wood__ para conseguir __ITEM__resin__ de forma mais eficiente!
|
||||
bi-wood-from-pulp=Faça __ITEM__wood__ de __ITEM__bi-woodpulp__ e __ITEM__resin__!
|
||||
bi-woodpulp=Você pode queimar __ITEM__bi-woodpulp__ (bruta ou refinada), ou pode utilizar para produzir __ITEM__resin__, __ITEM__bi-cellulose__ e __ITEM__bi-adv-fertilizer__.
|
||||
|
||||
bi-acid=Use biomassa de algas e __ITEM__bi-cellulose__ para produzir Ácido sulfúrico!
|
||||
bi-liquid-air=Ar líquido é necessário para fazer Nitrogênio e Biomassa de algas.
|
||||
bi-nitrogen=Nitrogênio é necessário para fazer __ITEM__fertilizer__.
|
||||
bi-sulfur=Bio-__ITEM__sulfur__ — tão natural, tão sulfúrico!
|
||||
bi-plastic-1=__ITEM__plastic-bar__ feita a partir de __ITEM__wood__
|
||||
bi-plastic-2=__ITEM__plastic-bar__ feita a partir de __ITEM__bi-cellulose__
|
||||
|
||||
|
||||
## Disassemble
|
||||
bi-disassemble-recipes=Parte da matéria-prima pode ser reutilizada.
|
||||
|
||||
|
||||
## Compatibility with other mods
|
||||
## angelsrefining
|
||||
bi-mineralized-sulfuric-waste=__ITEM__stone-crushed__, __ITEM__bi-charcoal__ e água pura são processadas para produzir água mineralizada — e águas residuais sulfúricas.
|
||||
bi-slag-slurry=Lama impura de __ITEM__bi-ash__, __ITEM__stone-crushed__ e água salina
|
||||
## angelspetrochem
|
||||
bi-biomass-conversion-2-methane=Use biomassa de algas para produzir gás metano!
|
||||
bi-biomass-conversion-4-yellow-waste=Use biomassa de algas para produzir petróleo pesado e águas residuais sulfúricas!
|
||||
bi-sulfur-angels=Bio-__ITEM__sulfur__ — tão natural, tão sulfúrico!
|
||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||
bi-sand=__ENTITY__bi-stone-crusher__ pode fazer __ITEM__sand__ de __ITEM__stone-crushed__.
|
||||
## Industrial Revolution
|
||||
bi-crushed-stone-1_IR=Faça __ITEM__gravel__ de __ITEM__stone__ se você encontrou ou minerou.
|
||||
#~ bi-crushed-stone-2=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__concrete__!
|
||||
#~ bi-crushed-stone-3=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__hazard-concrete__!
|
||||
#~ bi-crushed-stone-4=Você receberá o dobro de __ITEM__stone-crushed__ ao processar __ITEM__refined-concrete__ ao invés de __ITEM__concrete__, porém demora o dobro do tempo!
|
||||
#~ bi-crushed-stone-5=Você receberá o dobro de __ITEM__stone-crushed__ ao processar __ITEM__refined-hazard-concrete__ ao invés de __ITEM__hazard-concrete__, porém demora o dobro do tempo!
|
||||
bi-crushed-stone_IR=O excesso de __ITEM__concrete__ e todas as suas variantes podem ser reciclados em __ITEM__gravel__.
|
||||
|
||||
|
||||
#~ bi-power-to-rail-pole=Conecte seu trilho elétrico à rede elétrica
|
||||
#~ bi-production-science-pack=Utiliza mais trilhos de madeira (mais baratos), para fazer pacotes científicos de produção!
|
||||
#~ bi-rail-power=Trilho que também conduz eletricidade (conecte-o à rede elétrica utilizando o conector "energia para trilho")
|
||||
#~ bi-rail-wood-bridge=Trilho que pode atravessar a água\nObservação: Você não pode andar sobre ele!
|
||||
#~ bi-rail-wood-to-concrete=Atualizar trilhos de madeira para trilhos normais
|
||||
#~ bi-rail-wood=Trilhos baratos feitos com madeira
|
||||
#~ bi-sand=Areia de pedra britada
|
||||
#~ bi-seedling=Uma árvore jovem, perfeita para plantar. (Você também pode plantá-la no solo e ela crescerá e se tornará uma árvore. Lembre-se de fertilizar o solo primeiro para aumentar as chances de crescimento!)
|
||||
#~ bi-seed-bomb-advanced=Plante árvores em uma grande área, com fertilizante avançado por meio de uma bomba de sementes!
|
||||
#~ bi-seed-bomb-basic=Plante árvores em uma grande área com uma bomba de sementes!
|
||||
#~ bi-seed-bomb-standard=Plante árvores em uma área grande, com fertilizante por meio de uma bomba de sementes!
|
||||
#~ bi-slag-slurry=Lama impura de cinzas, pedra britada e água salgada
|
||||
#~ bi-solar-boiler=Uma caldeira que utiliza energia solar ou eletricidade (também produz eletricidade).
|
||||
#~ bi-solar-boiler-hidden-panel=Uma caldeira que utiliza energia solar ou eletricidade (também produz eletricidade).
|
||||
#~ bi-stone-crusher=Máquina para quebrar pedra em pedra britada
|
||||
#~ bi-sulfur=Bio-enxofre
|
||||
#~ bi-wood-from-pulp=Recupere madeira compactando polpa de madeira e resina
|
||||
#~ bi-wood-fuel-brick=Compacte a polpa de madeira para facilitar o manuseio!
|
||||
#~ bi-wooden-pole-huge=Um enorme poste de madeira para cobrir grandes distâncias (64 blocos) com cabos de cobre ou fios de rede de circuitos
|
||||
|
|
@ -1,125 +0,0 @@
|
|||
[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=__ITEM__bi-adv-fertilizer__ líquido
|
||||
bi-fertilizer-1=__ITEM__fertilizer__
|
||||
bi-fertilizer-2=__ITEM__fertilizer__ (com hidróxido de sódio)
|
||||
bob-fertiliser=__ITEM__fertilizer__
|
||||
# Added for 0.18.32/1.1.2
|
||||
bi-fertilizer-fluid=__ITEM__fertilizer__ líquido
|
||||
|
||||
|
||||
bi-arboretum-r1=Cultivo de árvores
|
||||
bi-arboretum-r2=Terraformar utilizando __ITEM__fertilizer__
|
||||
bi-arboretum-r3=Terraformar utilizando __ITEM__bi-adv-fertilizer__
|
||||
bi-arboretum-r4=Terraformar utilizando __ITEM__fertilizer__ e plantar árvores
|
||||
bi-arboretum-r5=Terraformar utilizando __ITEM__bi-adv-fertilizer__ e plantar árvores
|
||||
|
||||
bi-ash-1=__ITEM__bi-ash__ de __ITEM__wood__
|
||||
bi-ash-2=__ITEM__bi-ash__ de __ITEM__bi-woodpulp__
|
||||
|
||||
bi-basic-gas-processing=Processamento básico de gás utilizando __ITEM__coal__ e __ITEM__resin__
|
||||
|
||||
bi-battery=Bateria biológica
|
||||
bi-rail-wood-to-concrete=Melhora __ENTITY__bi-rail-wood__
|
||||
|
||||
#~ bi-biomass-1=Produção de biomassa de algas com __ITEM__fertilizer__
|
||||
#~ bi-biomass-2=Produção de biomassa de algas com (básico)
|
||||
#~ bi-biomass-3=Produção de biomassa de algas com (avançado)
|
||||
#~ bi-biomass-1=Produz biomassa de algas utilizando __ITEM__fertilizer__
|
||||
bi-biomass-1=Produção de biomassa de algas
|
||||
bi-biomass-2=Cultivo de biomassa de algas
|
||||
bi-biomass-3=Cultivo de biomassa de algas utilizando __ITEM__bi-ash__
|
||||
|
||||
bi-biomass-conversion-1=Conversão de biocombustível 1: Celulose, Petróleo leve
|
||||
bi-biomass-conversion-2=Conversão de biocombustível 2: Gás de petróleo
|
||||
bi-biomass-conversion-3=Conversão de biocombustível 3: Lubricante
|
||||
bi-biomass-conversion-4=Conversão de biocombustível 4: Petróleo pesado, Água
|
||||
|
||||
bi-seed-1=Produção básica de __ITEM__bi-seed__
|
||||
bi-seed-2=Produção melhorada de __ITEM__bi-seed__ utilizando __ITEM__bi-ash__
|
||||
bi-seed-3=Produção avançada de __ITEM__bi-seed__ utilizando __ITEM__fertilizer__
|
||||
bi-seed-4=Superprodução de __ITEM__bi-seed__ utilizando __ITEM__bi-adv-fertilizer__
|
||||
|
||||
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ utilizando __ITEM__bi-adv-fertilizer__
|
||||
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
|
||||
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ utilizando __ITEM__fertilizer__
|
||||
|
||||
bi-seedling-1=Produção básica de __ENTITY__seedling__s
|
||||
bi-seedling-2=Produção melhorada de __ENTITY__seedling__s utilizando __ITEM__bi-ash__
|
||||
bi-seedling-3=Produção avançada de __ENTITY__seedling__s utilizando __ITEM__fertilizer__
|
||||
bi-seedling-4=Superprodução de __ENTITY__seedling__s utilizando __ITEM__bi-adv-fertilizer__
|
||||
|
||||
bi-logs-1=Produção básica de __ITEM__wood__
|
||||
bi-logs-2=Produção melhorada de __ITEM__wood__ utilizando __ITEM__bi-ash__
|
||||
bi-logs-3=Produção avançada de __ITEM__wood__ utilizando __ITEM__fertilizer__
|
||||
bi-logs-4=Superprodução de __ITEM__wood__ utilizando __ITEM__bi-adv-fertilizer__
|
||||
|
||||
|
||||
## Resources
|
||||
bi-cellulose-1=Produção básica de __ITEM__bi-cellulose__
|
||||
bi-cellulose-2=Produção avançada de __ITEM__bi-cellulose__
|
||||
|
||||
bi-charcoal-1=__ITEM__wood-charcoal__ de __ITEM__bi-woodpulp__
|
||||
bi-charcoal-2=__ITEM__wood-charcoal__ de __ITEM__wood__
|
||||
bi-coal-1=Produção básica de __ITEM__coal__
|
||||
bi-coal-2=Produção avançada de __ITEM__coal__
|
||||
bi-coke-coal=__ITEM__pellet-coke__
|
||||
bi-pellet-coke=__ITEM__pellet-coke__ de __ITEM__solid-fuel__
|
||||
bi-pellet-coke-2=__ITEM__pellet-coke__ de carbono
|
||||
bi-solid-fuel=__ITEM__solid-fuel__ de __ITEM__wood-bricks__
|
||||
bi-wood-fuel-brick=__ITEM__wood-bricks__
|
||||
|
||||
bi-crushed-stone-1=__ITEM__stone-crushed__
|
||||
bi-crushed-stone-2=__ITEM__stone-crushed__ de __ITEM__concrete__
|
||||
bi-crushed-stone-3=__ITEM__stone-crushed__ de __ITEM__hazard-concrete__
|
||||
bi-crushed-stone-4=__ITEM__stone-crushed__ de __ITEM__refined-concrete__
|
||||
bi-crushed-stone-5=__ITEM__stone-crushed__ de __ITEM__refined-hazard-concrete__
|
||||
bi-stone-brick=__ITEM__stone-brick__ biológico
|
||||
|
||||
bi-purified-air-1=__ITEM__bi-purified-air__ — utilizando __ITEM__fertilizer__
|
||||
bi-purified-air-2=__ITEM__bi-purified-air__ — utilizando __ITEM__bi-adv-fertilizer__
|
||||
|
||||
bi-resin-pulp=__ITEM__resin__ de __ITEM__bi-woodpulp__
|
||||
bi-resin-wood=__ITEM__resin__ de __ITEM__wood__
|
||||
bi-woodpulp=__ITEM__bi-woodpulp__
|
||||
bi-wood-from-pulp=__ITEM__wood__ de __ITEM__bi-woodpulp__
|
||||
|
||||
bi-acid=Bioácido
|
||||
bi-liquid-air=Ar líquido
|
||||
bi-nitrogen=Nitrogênio
|
||||
bi-sulfur=Bio-__ITEM__sulfur__
|
||||
bi-plastic-1=__ITEM__plastic-bar__ de __ITEM__wood__
|
||||
bi-plastic-2=__ITEM__plastic-bar__ de __ITEM__bi-cellulose__
|
||||
|
||||
|
||||
## Disassemble
|
||||
bi-burner-inserter-disassemble=Desmantelamento de __ENTITY__burner-inserter__
|
||||
bi-burner-mining-drill-disassemble=Desmantelamento de __ENTITY__burner-mining-drill__
|
||||
bi-long-handed-inserter-disassemble=Desmantelamento de __ENTITY__long-handed-inserter__
|
||||
bi-steel-furnace-disassemble=Desmantelamento de __ENTITY__steel-furnace__
|
||||
bi-stone-furnace-disassemble=Desmantelamento de __ENTITY__stone-furnace__
|
||||
|
||||
|
||||
## Compatibility with other mods
|
||||
## angelsrefining
|
||||
bi-mineralized-sulfuric-waste=Água mineralizada
|
||||
bi-slag-slurry=Lama impura de __ITEM__bi-ash__, __ITEM__stone-brished__ e água salina
|
||||
## angelspetrochem
|
||||
bi-biomass-conversion-2-methane=Conversão de biocombustível 2: Gás metano
|
||||
bi-biomass-conversion-4-yellow-waste=Conversão de biocombustível 4: Petróleo pesado, Águas residuais sulfúricas
|
||||
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||
bi-sand=__ITEM__sand__ de __ITEM__stone-crushed__
|
||||
## bobelectronics
|
||||
bi-press-wood=Tabuleiro de madeira
|
||||
## Industrial Revolution
|
||||
bi-crushed-stone-1_IR=__ITEM__gravel__ de __ITEM__stone__
|
||||
bi-crushed-stone-2_IR=__ITEM__gravel__ de __ITEM__concrete__
|
||||
bi-crushed-stone-3_IR=__ITEM__gravel__ de __ITEM__hazard-concrete__
|
||||
bi-crushed-stone-4_IR=__ITEM__gravel__ de __ITEM__refined-concrete__
|
||||
bi-crushed-stone-5_IR=__ITEM__gravel__ de __ITEM__refined-hazard-concrete__
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
[technology-name]
|
||||
bi-tech-advanced-biotechnology=Biotecnologia avançada
|
||||
bi-tech-bio-cannon=Protótipo de artilharia
|
||||
bi-tech-bio-farming=Cultivo biológico
|
||||
bi-tech-coal-processing-1=Processamento de carvão 1
|
||||
bi-tech-coal-processing-2=Processamento de carvão 2
|
||||
bi-tech-coal-processing-3=Processamento de carvão 3
|
||||
bi-tech-fertilizer=Fertilizante
|
||||
bi-tech-organic-plastic=Plástico orgânico
|
||||
|
||||
[technology-description]
|
||||
bi-tech-advanced-biotechnology=Desbloqueia receitas de níveis mais altos
|
||||
bi-tech-bio-cannon=Tecnologia de protótipo de torre de artilharia. - Ainda não é capaz de mirar manualmente
|
||||
bi-tech-bio-farming=Aprenda a cultivar árvores – o primeiro passo para descobrir outros produtos de madeira
|
||||
bi-tech-coal-processing-1=Desbloqueia o processamento de madeira para obter carvão vegetal e cinzas
|
||||
bi-tech-coal-processing-2=Desbloqueia o processamento de carvão vegetal em carvão e de combustível sólido em pellet de coque
|
||||
bi-tech-coal-processing-3=Carvão vegetal é processado de forma mais eficiente e debloqueia a produção de pellet de coque a partir do carvão
|
||||
bi-tech-fertilizer=Utilizando fertilizante você pode obter muito mais rendimento nas receitas
|
||||
bi-tech-organic-plastic=Produção de plásticos a partir de materiais orgânicos
|
||||
|
|
@ -2,7 +2,7 @@
|
|||
## Production
|
||||
bi-arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
||||
bi-bio-farm=Биоферма, превращает саженцы в древесину. Потребляет больше электричества ночью
|
||||
bi-bio-garden=Биосад собирает воздух и убирает загрязнение. (-1.5 PU)
|
||||
bi-bio-garden=Биосад собирает воздух и убирает загрязнение. (-35 PU)
|
||||
bi-bio-greenhouse=Используйте теплицу для роста саженцев
|
||||
seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +0,0 @@
|
|||
{
|
||||
"recipe": [
|
||||
["bi-bio-garden-lagre", "bi-bio-garden-large"]
|
||||
]
|
||||
}
|
||||
|
|
@ -1,8 +0,0 @@
|
|||
{
|
||||
"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"]
|
||||
]
|
||||
}
|
||||
|
|
@ -5,9 +5,6 @@ local ICONPATH_AAI = BioInd.modRoot .. "/graphics/icons/mod_aai/"
|
|||
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({
|
||||
{
|
||||
type = "recipe",
|
||||
|
|
@ -25,7 +22,7 @@ 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="pellet-coke", amount=1}},
|
||||
always_show_made_in = true,
|
||||
allow_decomposition = false,
|
||||
allow_as_intermediate = false,
|
||||
|
|
@ -47,7 +44,7 @@ data:extend({
|
|||
category = "chemistry",
|
||||
energy_required = 5,
|
||||
ingredients = {
|
||||
{type = "fluid", name = nitrogen, amount = 10},
|
||||
{type = "fluid", name = "nitrogen", amount = 10},
|
||||
{type = "item", name = "bi-ash", amount = 10}
|
||||
},
|
||||
results = {
|
||||
|
|
@ -173,15 +170,15 @@ 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 = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png"
|
||||
data.raw.recipe["bi-wood-fuel-brick"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png"
|
||||
data.raw.recipe["bi-wood-fuel-brick"].icon_size = 32
|
||||
data.raw.recipe["bi-wood-fuel-brick"].icons = {
|
||||
{
|
||||
icon = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png",
|
||||
icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png",
|
||||
icon_size = 32,
|
||||
}
|
||||
}
|
||||
data.raw.item["wood-bricks"].icon = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png"
|
||||
data.raw.item["wood-bricks"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png"
|
||||
data.raw.item["wood-bricks"].icon_size = 32
|
||||
end
|
||||
|
||||
|
|
@ -189,7 +186,7 @@ end
|
|||
--- Add fertilizer recipes if bob's or Angels
|
||||
if data.raw.item["solid-sodium-hydroxide"] and mods["angelspetrochem"] then
|
||||
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {type = "item", name = "solid-sodium-hydroxide", amount = 10})
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", nitrogen, "gas-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen")
|
||||
data.raw.recipe["bi-fertilizer-2"].icon = ICONPATH_BA .. "fertilizer_solid_sodium_hydroxide.png"
|
||||
data.raw.recipe["bi-fertilizer-2"].icon_size = 64
|
||||
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
|
||||
|
|
@ -205,8 +202,8 @@ end
|
|||
|
||||
-- If Angels, replace liquid air + nitrogen and with Angel's ingredients in recipes
|
||||
if data.raw.fluid["gas-nitrogen"] and data.raw.fluid["gas-compressed-air"] and mods["angelspetrochem"] then
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", nitrogen, "gas-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", nitrogen, "gas-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "gas-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "gas-compressed-air")
|
||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "gas-compressed-air")
|
||||
end
|
||||
|
|
@ -225,13 +222,13 @@ if mods["angelspetrochem"] then
|
|||
|
||||
end
|
||||
|
||||
-- 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
|
||||
-- If Angels, replace water with water-yellow-waste
|
||||
if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then
|
||||
-- Replace water with water-yellow-waste in Algae Biomass conversion 4
|
||||
thxbob.lib.recipe.remove_result("bi-biomass-conversion-4", "water")
|
||||
thxbob.lib.recipe.add_result("bi-biomass-conversion-4", {
|
||||
type = "fluid",
|
||||
name = "angels-water-yellow-waste",
|
||||
name = "water-yellow-waste",
|
||||
amount = 40
|
||||
})
|
||||
-- Change recipe localizations
|
||||
|
|
@ -271,17 +268,17 @@ if mods["angelsrefining"] then
|
|||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
category = "angels-liquifying",
|
||||
subgroup = "angels-water-treatment",
|
||||
category = "liquifying",
|
||||
subgroup = "water-treatment",
|
||||
energy_required = 2,
|
||||
ingredients = {
|
||||
{type = "fluid", name = "angels-water-purified", amount = 100},
|
||||
{type = "fluid", name = "water-purified", amount = 100},
|
||||
{type = "item", name = "stone-crushed", amount = 90},
|
||||
{type = "item", name = "wood-charcoal", amount = 30},
|
||||
},
|
||||
results= {
|
||||
{type = "fluid", name = "angels-water-yellow-waste", amount = 40},
|
||||
{type = "fluid", name = "angels-water-mineralized", amount = 60},
|
||||
{type = "fluid", name = "water-yellow-waste", amount = 40},
|
||||
{type = "fluid", name = "water-mineralized", amount = 60},
|
||||
},
|
||||
enabled = false,
|
||||
allow_as_intermediate = false,
|
||||
|
|
@ -302,16 +299,16 @@ if mods["angelsrefining"] then
|
|||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
category = "angels-liquifying",
|
||||
subgroup = "angels-liquifying",
|
||||
category = "liquifying",
|
||||
subgroup = "liquifying",
|
||||
energy_required = 4,
|
||||
ingredients = {
|
||||
{type = "fluid", name = "angels-water-saline", amount = 50},
|
||||
{type = "fluid", name = "water-saline", amount = 50},
|
||||
{type = "item", name = "stone-crushed", amount = 90},
|
||||
{type = "item", name = "bi-ash", amount = 40},
|
||||
},
|
||||
results = {
|
||||
{type = "fluid", name = "angels-slag-slurry", amount = 100},
|
||||
{type = "fluid", name = "slag-slurry", amount = 100},
|
||||
},
|
||||
enabled = false,
|
||||
allow_as_intermediate = false,
|
||||
|
|
@ -320,7 +317,7 @@ if mods["angelsrefining"] then
|
|||
order = "i [slag-processing-dissolution]-2",
|
||||
},
|
||||
})
|
||||
thxbob.lib.tech.add_recipe_unlock("angels-water-treatment", "bi-mineralized-sulfuric-waste")
|
||||
thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste")
|
||||
thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry")
|
||||
end
|
||||
|
||||
|
|
@ -382,7 +379,7 @@ end
|
|||
|
||||
-- Add recipe for sand from crushed stone if any other mod provides sand
|
||||
|
||||
if data.raw.item[data.raw.item["kr-sand"] and "kr-sand" or "sand"] or
|
||||
if data.raw.item[mods["Krastorio2"] and "kr-sand" or "sand"] or
|
||||
data.raw.item["biotech-sand"] or
|
||||
data.raw.item["solid-sand"] then
|
||||
|
||||
|
|
@ -404,7 +401,7 @@ if data.raw.item[data.raw.item["kr-sand"] and "kr-sand" or "sand"] or
|
|||
order = "a[bi]-a-z[bi-9-sand]",
|
||||
energy_required = 1,
|
||||
ingredients = {{type="item", name="stone-crushed", amount=2}},
|
||||
results = {{type="item", name=data.raw.item["kr-sand"] and "kr-sand" or "sand", amount=5}},
|
||||
results = {{type="item", name=mods["Krastorio2"] and "kr-sand" or "sand", amount=5}},
|
||||
main_product = "",
|
||||
enabled = false,
|
||||
allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4
|
||||
|
|
@ -417,13 +414,13 @@ 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.results[1].name = "biotech-sand"
|
||||
recipe.result = "biotech-sand"
|
||||
|
||||
-- Adjust result for Angel's
|
||||
elseif mods["angelsrefining"] then
|
||||
-- Adjust result
|
||||
BioInd.writeDebug("Adjusting result for \"angelsrefining\" …")
|
||||
recipe.results[1].name = "solid-sand"
|
||||
recipe.result = "solid-sand"
|
||||
|
||||
-- Adjust icon for Krastorio
|
||||
elseif mods["Krastorio2"] or mods["Krastorio2-spaced-out"] then
|
||||
|
|
|
|||
|
|
@ -327,7 +327,9 @@ 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_slots = 3,
|
||||
module_specification = {
|
||||
module_slots = 3
|
||||
},
|
||||
allowed_effects = { "consumption", "speed", "productivity", "pollution" },
|
||||
},
|
||||
|
||||
|
|
@ -410,7 +412,7 @@ data:extend({
|
|||
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } }
|
||||
},
|
||||
},
|
||||
module_slots = 2,
|
||||
module_specification = {module_slots = 2},
|
||||
allowed_effects = { "consumption", "speed", "productivity", "pollution" },
|
||||
graphics_set = {
|
||||
animation = {
|
||||
|
|
@ -506,7 +508,7 @@ 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_slots = 2,
|
||||
module_specification = { module_slots = 2 },
|
||||
allowed_effects = { "consumption", "speed", "pollution" },
|
||||
graphics_set = {
|
||||
-- Working animation (16 frames)
|
||||
|
|
|
|||
|
|
@ -13,10 +13,10 @@ data:extend(
|
|||
name = "bi-seed",
|
||||
icons = { {icon = ICONPATH .. "bio_seed.png", icon_size = 64, }},
|
||||
pictures = {
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_1.png", scale = 0.48, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_2.png", scale = 0.46, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_3.png", scale = 0.45, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_4.png", scale = 0.43, mipmap_count = 4 }
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_1.png", scale = 0.25, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_2.png", scale = 0.25, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_3.png", scale = 0.25, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."bio_seed_4.png", scale = 0.25, mipmap_count = 4 }
|
||||
},
|
||||
category = "biofarm-mod-greenhouse",
|
||||
subgroup = "bio-bio-farm",
|
||||
|
|
@ -35,15 +35,15 @@ data:extend(
|
|||
localised_description = {"entity-description.seedling"},
|
||||
icons = { {icon = ICONPATH .. "Seedling.png", icon_size = 64, }},
|
||||
pictures = {
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_1.png", scale = 0.57, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_2.png", scale = 0.52, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_3.png", scale = 0.47, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_4.png", scale = 0.52, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_5.png", scale = 0.62, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_6.png", scale = 0.52, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_7.png", scale = 0.72, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_8.png", scale = 0.52, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_9.png", scale = 0.47, mipmap_count = 9 }
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_1.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_2.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_3.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_4.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_5.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_6.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_7.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_8.png", scale = 0.25, mipmap_count = 9 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."seedling_9.png", scale = 0.25, mipmap_count = 9 }
|
||||
},
|
||||
subgroup = "bio-bio-farm",
|
||||
order = "x[bi]-b[bi-seedling]",
|
||||
|
|
@ -114,10 +114,10 @@ data:extend(
|
|||
name = "bi-woodpulp",
|
||||
icons = { {icon = ICONPATH .. "woodpulp_64.png", icon_size = 64, }},
|
||||
pictures = {
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_1.png", scale = 0.55, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_2.png", scale = 0.53, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_3.png", scale = 0.51, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_4.png", scale = 0.49, mipmap_count = 4 }
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_1.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_2.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_3.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."woodpulp_4.png", scale = 0.2, mipmap_count = 4 }
|
||||
},
|
||||
fuel_value = "1MJ",
|
||||
fuel_category = "chemical",
|
||||
|
|
@ -147,10 +147,10 @@ data:extend(
|
|||
name = "bi-ash",
|
||||
icons = { {icon = ICONPATH .. "ash.png", icon_size = 64, }},
|
||||
pictures = {
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_1.png", scale = 0.42, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_2.png", scale = 0.42, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_3.png", scale = 0.42, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_4.png", scale = 0.42, mipmap_count = 4 }
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_1.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_2.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_3.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."ash_4.png", scale = 0.2, mipmap_count = 4 }
|
||||
},
|
||||
subgroup = "raw-material",
|
||||
order = "a[bi]-a-b[bi-ash]",
|
||||
|
|
@ -164,10 +164,10 @@ data:extend(
|
|||
name = "wood-charcoal",
|
||||
icons = { {icon = ICONPATH .. "charcoal.png", icon_size = 64, }},
|
||||
pictures = {
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_1.png", scale = 0.49, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_2.png", scale = 0.5, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_3.png", scale = 0.5, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_4.png", scale = 0.51, mipmap_count = 4 }
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_1.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_2.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_3.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."charcoal_4.png", scale = 0.2, mipmap_count = 4 }
|
||||
},
|
||||
fuel_value = "6MJ",
|
||||
fuel_category = "chemical",
|
||||
|
|
@ -199,10 +199,10 @@ data:extend(
|
|||
name = "stone-crushed",
|
||||
icons = { {icon = ICONPATH .. "crushed-stone.png", icon_size = 64, }},
|
||||
pictures = {
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_1.png", scale = 0.44, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_2.png", scale = 0.45, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_3.png", scale = 0.45, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_4.png", scale = 0.46, mipmap_count = 4 }
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_1.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_2.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_3.png", scale = 0.2, mipmap_count = 4 },
|
||||
{ size = 64, filename = ICONPATHMIPS.."crush_4.png", scale = 0.2, mipmap_count = 4 }
|
||||
},
|
||||
subgroup = "raw-material",
|
||||
order = "a[bi]-a-z[stone-crushed]",
|
||||
|
|
|
|||
|
|
@ -2,11 +2,12 @@ local BioInd = require('common')('Bio_Industries_2')
|
|||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||
local ICONPATH_W = BioInd.modRoot .. "/graphics/icons/weapons/"
|
||||
local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/"
|
||||
|
||||
local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen"
|
||||
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
|
||||
|
||||
data:extend({
|
||||
|
||||
|
||||
|
||||
--- Seeds from Water (BASIC)
|
||||
{
|
||||
type = "recipe",
|
||||
|
|
@ -161,7 +162,6 @@ data:extend({
|
|||
category = "biofarm-mod-greenhouse",
|
||||
energy_required = 400,
|
||||
ingredients = {
|
||||
{ type = "item", name = "bi-seed", amount = 20 },
|
||||
{ type = "fluid", name = "water", amount = 100 },
|
||||
},
|
||||
results = {
|
||||
|
|
@ -1141,7 +1141,7 @@ data:extend({
|
|||
{ type = "fluid", name = "liquid-air", amount = 20 }
|
||||
},
|
||||
results = {
|
||||
{ type = "fluid", name = nitrogen, amount = 20 },
|
||||
{ type = "fluid", name = "nitrogen", amount = 20 },
|
||||
},
|
||||
crafting_machine_tint = {
|
||||
primary = { r = 0.0, g = 0.8, b = 0.0, a = 0.000 },
|
||||
|
|
@ -1173,7 +1173,7 @@ data:extend({
|
|||
energy_required = 5,
|
||||
ingredients = {
|
||||
{ type = "item", name = "sulfur", amount = 1 },
|
||||
{ type = "fluid", name = nitrogen, amount = 10 },
|
||||
{ type = "fluid", name = "nitrogen", amount = 10 },
|
||||
{ type = "item", name = "bi-ash", amount = 10 }
|
||||
},
|
||||
results = {
|
||||
|
|
|
|||
|
|
@ -195,7 +195,9 @@ data:extend({
|
|||
ingredient_count = 3,
|
||||
crafting_speed = 1,
|
||||
energy_usage = "10kW",
|
||||
module_slots = 3,
|
||||
module_specification = {
|
||||
module_slots = 3
|
||||
},
|
||||
allowed_effects = { "consumption", "speed", "productivity", "pollution" },
|
||||
},
|
||||
|
||||
|
|
|
|||
|
|
@ -278,12 +278,11 @@ 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},
|
||||
|
|
@ -295,7 +294,7 @@ 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
|
||||
|
|
@ -309,7 +308,7 @@ 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},
|
||||
|
|
@ -334,7 +333,7 @@ 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},
|
||||
|
|
|
|||
|
|
@ -1,443 +1,445 @@
|
|||
local BioInd = require('common')('Bio_Industries_2')
|
||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||
local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/"
|
||||
local ENTITYPATH_BIO = BioInd.modRoot .. "/graphics/entities/"
|
||||
local REMNANTSPATH = BioInd.modRoot .. "/graphics/entities/remnants/"
|
||||
|
||||
require("util")
|
||||
|
||||
local crafting_speed_quality_multiplier = mods["quality"] and {
|
||||
uncommon = 0.83,
|
||||
rare = 0.66,
|
||||
epic = 0.50,
|
||||
legendary = 0.16
|
||||
} or nil
|
||||
|
||||
--- Bio Garden
|
||||
data:extend({
|
||||
{
|
||||
type = "assembling-machine",
|
||||
name = "bi-bio-garden",
|
||||
icon = ICONPATH_E .. "bio_garden_icon.png",
|
||||
icon_size = 64,
|
||||
icons = {
|
||||
{
|
||||
{
|
||||
type = "assembling-machine",
|
||||
name = "bi-bio-garden",
|
||||
icon = ICONPATH_E .. "bio_garden_icon.png",
|
||||
icon_size = 64,
|
||||
}
|
||||
icons = {
|
||||
{
|
||||
icon = ICONPATH_E .. "bio_garden_icon.png",
|
||||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
flags = { "placeable-neutral", "placeable-player", "player-creation" },
|
||||
minable = { hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden" },
|
||||
fast_replaceable_group = "bi-bio-garden",
|
||||
max_health = 150,
|
||||
corpse = "bi-bio-garden-remnant",
|
||||
collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } },
|
||||
selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
|
||||
fluid_boxes = {
|
||||
{
|
||||
production_type = "input",
|
||||
pipe_picture = assembler3pipepictures(),
|
||||
pipe_covers = pipecoverspictures(),
|
||||
volume = 1000,
|
||||
base_level = -1,
|
||||
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } }
|
||||
},
|
||||
},
|
||||
fluid_boxes_off_when_no_fluid_recipe = true,
|
||||
graphics_set = {
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_anim_trees.png",
|
||||
width = 256, height = 320,
|
||||
frame_count = 20, line_length = 5,
|
||||
animation_speed = 0.15, scale = 0.5, shift = {0, -0.75}
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_shadow.png",
|
||||
width = 384, height = 320,
|
||||
frame_count = 1, repeat_count = 20, -- repeat to match
|
||||
draw_as_shadow = true, scale = 0.5, shift = {1, -0.75}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
|
||||
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
|
||||
working_sound = {
|
||||
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
|
||||
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
|
||||
apparent_volume = 1.5,
|
||||
max_sounds_per_type = 3,
|
||||
},
|
||||
crafting_categories = { "clean-air" },
|
||||
source_inventory_size = 1,
|
||||
result_inventory_size = 1,
|
||||
crafting_speed = 1.0,
|
||||
energy_source = {
|
||||
type = "electric",
|
||||
usage_priority = "secondary-input",
|
||||
emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed!
|
||||
},
|
||||
energy_usage = "200kW",
|
||||
ingredient_count = 1,
|
||||
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
|
||||
-- (Efficiency modules are also meant to reduce pollution, but as the base value
|
||||
-- is negative, the resulting value is greater than the base value! )
|
||||
module_specification = {
|
||||
module_slots = 1
|
||||
},
|
||||
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
|
||||
-- won't be affected by beacons!
|
||||
allowed_effects = { "consumption", "speed" },
|
||||
},
|
||||
flags = { "placeable-neutral", "placeable-player", "player-creation" },
|
||||
minable = { hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden" },
|
||||
fast_replaceable_group = "bi-bio-garden",
|
||||
max_health = 150,
|
||||
corpse = "bi-bio-garden-remnant",
|
||||
collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } },
|
||||
selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
|
||||
fluid_boxes = {
|
||||
{
|
||||
production_type = "input",
|
||||
pipe_picture = assembler3pipepictures(),
|
||||
pipe_covers = pipecoverspictures(),
|
||||
volume = 1000,
|
||||
base_level = -1,
|
||||
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } }
|
||||
},
|
||||
},
|
||||
fluid_boxes_off_when_no_fluid_recipe = true,
|
||||
graphics_set = {
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_anim_trees.png",
|
||||
width = 256, height = 320,
|
||||
frame_count = 20, line_length = 5,
|
||||
animation_speed = 0.15, scale = 0.5, shift = { 0, -0.75 }
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_shadow.png",
|
||||
width = 384, height = 320,
|
||||
frame_count = 1, repeat_count = 20, -- repeat to match
|
||||
draw_as_shadow = true, scale = 0.5, shift = { 1, -0.75 }
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
|
||||
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
|
||||
working_sound = {
|
||||
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
|
||||
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
|
||||
apparent_volume = 1.5,
|
||||
max_sounds_per_type = 3,
|
||||
},
|
||||
crafting_categories = { "clean-air" },
|
||||
source_inventory_size = 1,
|
||||
result_inventory_size = 1,
|
||||
crafting_speed = 1.0,
|
||||
crafting_speed_quality_multiplier = crafting_speed_quality_multiplier,
|
||||
energy_source = {
|
||||
type = "electric",
|
||||
usage_priority = "secondary-input",
|
||||
emissions_per_minute = { pollution = -1.5 * 60 }, -- Negative value: pollution is absorbed!
|
||||
},
|
||||
energy_usage = "200kW",
|
||||
ingredient_count = 1,
|
||||
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
|
||||
-- (Efficiency modules are also meant to reduce pollution, but as the base value
|
||||
-- is negative, the resulting value is greater than the base value! )
|
||||
module_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" },
|
||||
},
|
||||
|
||||
---- corpse
|
||||
{
|
||||
type = "corpse",
|
||||
name = "bi-bio-garden-remnant",
|
||||
localised_name = { "entity-name.bi-bio-garden-remnant" },
|
||||
icon = "__base__/graphics/icons/remnants.png",
|
||||
icon_size = 64,
|
||||
icon_mipmaps = 4,
|
||||
BI_add_icon = true,
|
||||
flags = { "placeable-neutral", "building-direction-8-way", "not-on-map" },
|
||||
subgroup = "remnants",
|
||||
order = "z-z-z",
|
||||
selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
|
||||
tile_width = 3,
|
||||
tile_height = 3,
|
||||
selectable_in_game = false,
|
||||
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
||||
final_render_layer = "remnants",
|
||||
remove_on_tile_placement = false,
|
||||
animation = {
|
||||
{
|
||||
filename = REMNANTSPATH .. "bio_garden_remnant.png",
|
||||
line_length = 1,
|
||||
width = 256,
|
||||
height = 320,
|
||||
frame_count = 1,
|
||||
direction_count = 1,
|
||||
shift = { 0, -0.75 },
|
||||
scale = 0.5
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
---- Bio Garden Large
|
||||
{
|
||||
type = "assembling-machine",
|
||||
name = "bi-bio-garden-large",
|
||||
icon = ICONPATH_E .. "bio_garden_large_icon.png",
|
||||
icon_size = 64,
|
||||
icons = {
|
||||
{
|
||||
|
||||
---- corpse
|
||||
{
|
||||
type = "corpse",
|
||||
name = "bi-bio-garden-remnant",
|
||||
localised_name = {"entity-name.bi-bio-garden-remnant"},
|
||||
icon = "__base__/graphics/icons/remnants.png",
|
||||
icon_size = 64,
|
||||
icon_mipmaps = 4,
|
||||
BI_add_icon = true,
|
||||
flags = {"placeable-neutral", "building-direction-8-way", "not-on-map"},
|
||||
subgroup = "remnants",
|
||||
order = "z-z-z",
|
||||
selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
|
||||
tile_width = 3,
|
||||
tile_height = 3,
|
||||
selectable_in_game = false,
|
||||
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
||||
final_render_layer = "remnants",
|
||||
remove_on_tile_placement = false,
|
||||
animation =
|
||||
{
|
||||
{
|
||||
filename = REMNANTSPATH .. "bio_garden_remnant.png",
|
||||
line_length = 1,
|
||||
width = 256,
|
||||
height = 320,
|
||||
frame_count = 1,
|
||||
direction_count = 1,
|
||||
shift = {0, -0.75},
|
||||
scale = 0.5
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
|
||||
---- Bio Garden Large
|
||||
{
|
||||
type = "assembling-machine",
|
||||
name = "bi-bio-garden-large",
|
||||
icon = ICONPATH_E .. "bio_garden_large_icon.png",
|
||||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
flags = { "placeable-neutral", "placeable-player", "player-creation" },
|
||||
minable = { hardness = 0.6, mining_time = 1, result = "bi-bio-garden-large" },
|
||||
fast_replaceable_group = "bi-bio-garden-large",
|
||||
max_health = 1200,
|
||||
corpse = "bi-bio-garden-large-remnant",
|
||||
collision_box = { { -4.3, -4.3 }, { 4.3, 4.3 } },
|
||||
selection_box = { { -4.5, -4.5 }, { 4.5, 4.5 } },
|
||||
scale_entity_info_icon = true,
|
||||
fluid_boxes = {
|
||||
{
|
||||
production_type = "input",
|
||||
pipe_covers = pipecoverspictures(),
|
||||
base_area = 1,
|
||||
base_level = -1,
|
||||
volume = 1000,
|
||||
filter = "water",
|
||||
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -4 } } },
|
||||
--pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 4 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -4, 0 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 4, 0 } } },
|
||||
|
||||
|
||||
},
|
||||
},
|
||||
off_when_no_fluid_recipe = false,
|
||||
graphics_set = {
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large.png",
|
||||
width = 640,
|
||||
height = 704,
|
||||
scale = 0.5,
|
||||
shift = { 0, -0.5 },
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_shadow.png",
|
||||
width = 704,
|
||||
height = 640,
|
||||
scale = 0.5,
|
||||
shift = { 0.5, 0 },
|
||||
draw_as_shadow = true,
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
working_visualisations = {
|
||||
{
|
||||
light = { intensity = 1.2, size = 20 },
|
||||
draw_as_light = true,
|
||||
effect = "flicker",
|
||||
constant_speed = true,
|
||||
fadeout = true,
|
||||
animation = {
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_light.png",
|
||||
width = 640,
|
||||
height = 640,
|
||||
scale = 0.5,
|
||||
shift = { 0, 0 },
|
||||
},
|
||||
icons = {
|
||||
{
|
||||
icon = ICONPATH_E .. "bio_garden_large_icon.png",
|
||||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
|
||||
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
|
||||
working_sound = {
|
||||
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1 } },
|
||||
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.8 },
|
||||
apparent_volume = 1.5,
|
||||
max_sounds_per_type = 3,
|
||||
},
|
||||
crafting_categories = { "clean-air" },
|
||||
source_inventory_size = 1,
|
||||
result_inventory_size = 1,
|
||||
crafting_speed = 4.0,
|
||||
crafting_speed_quality_multiplier = crafting_speed_quality_multiplier,
|
||||
energy_source = {
|
||||
type = "electric",
|
||||
usage_priority = "secondary-input",
|
||||
emissions_per_minute = { pollution = -12 * 60 }, -- Negative value: pollution is absorbed!
|
||||
},
|
||||
energy_usage = "800kW",
|
||||
ingredient_count = 1,
|
||||
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
|
||||
-- (Efficiency modules are also meant to reduce pollution, but as the base value
|
||||
-- is negative, the resulting value is greater than the base value! )
|
||||
module_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" },
|
||||
},
|
||||
|
||||
--- corpse
|
||||
{
|
||||
type = "corpse",
|
||||
name = "bi-bio-garden-large-remnant",
|
||||
localised_name = { "entity-name.bi-bio-garden-large-remnant" },
|
||||
icon = "__base__/graphics/icons/remnants.png",
|
||||
icon_size = 64,
|
||||
icon_mipmaps = 4,
|
||||
BI_add_icon = true,
|
||||
flags = { "placeable-neutral", "building-direction-8-way", "not-on-map" },
|
||||
subgroup = "remnants",
|
||||
order = "z-z-z",
|
||||
selection_box = { { -4.5, -4.5 }, { 4.5, 4.5 } },
|
||||
tile_width = 9,
|
||||
tile_height = 9,
|
||||
selectable_in_game = false,
|
||||
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
||||
final_render_layer = "remnants",
|
||||
remove_on_tile_placement = false,
|
||||
animation = {
|
||||
{
|
||||
filename = REMNANTSPATH .. "bio_garden_large_remnant.png",
|
||||
line_length = 1,
|
||||
width = 640,
|
||||
height = 704,
|
||||
frame_count = 1,
|
||||
direction_count = 1,
|
||||
shift = { 0, -0.5 },
|
||||
scale = 0.5
|
||||
}
|
||||
}
|
||||
},
|
||||
---- Bio Garden Huge
|
||||
{
|
||||
type = "assembling-machine",
|
||||
name = "bi-bio-garden-huge",
|
||||
icon = ICONPATH_E .. "bio_garden_huge_icon.png",
|
||||
icon_size = 64,
|
||||
icons = {
|
||||
{
|
||||
icon = ICONPATH_E .. "bio_garden_huge_icon.png",
|
||||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
flags = { "placeable-neutral", "placeable-player", "player-creation" },
|
||||
minable = { hardness = 1.2, mining_time = 2, result = "bi-bio-garden-huge" },
|
||||
fast_replaceable_group = "bi-bio-garden-huge",
|
||||
max_health = 2000,
|
||||
corpse = "bi-bio-garden-huge-remnant",
|
||||
collision_box = { { -13.3, -13.3 }, { 13.3, 13.3 } },
|
||||
selection_box = { { -13.5, -13.5 }, { 13.5, 13.5 } },
|
||||
scale_entity_info_icon = true,
|
||||
fluid_boxes = {
|
||||
{
|
||||
production_type = "input",
|
||||
pipe_covers = pipecoverspictures(),
|
||||
base_area = 1,
|
||||
base_level = -1,
|
||||
volume = 1000,
|
||||
filter = "water",
|
||||
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -13 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 13 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -13, 0 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 13, 0 } } },
|
||||
},
|
||||
},
|
||||
off_when_no_fluid_recipe = false,
|
||||
graphics_set = {
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge.png",
|
||||
width = 1792,
|
||||
height = 1856,
|
||||
scale = 0.5,
|
||||
frame_count = 1,
|
||||
line_length = 1,
|
||||
repeat_count = 8,
|
||||
animation_speed = 1,
|
||||
shift = { 0, -0.5 },
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_shadow.png",
|
||||
width = 256,
|
||||
height = 1856,
|
||||
scale = 0.5,
|
||||
frame_count = 1,
|
||||
line_length = 1,
|
||||
repeat_count = 8,
|
||||
animation_speed = 1,
|
||||
shift = { 14, -0.5 },
|
||||
draw_as_shadow = true,
|
||||
},
|
||||
flags = { "placeable-neutral", "placeable-player", "player-creation" },
|
||||
minable = { hardness = 0.6, mining_time = 1, result = "bi-bio-garden-large" },
|
||||
fast_replaceable_group = "bi-bio-garden-large",
|
||||
max_health = 1200,
|
||||
corpse = "bi-bio-garden-large-remnant",
|
||||
collision_box = {{-4.3, -4.3}, {4.3, 4.3}},
|
||||
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
||||
scale_entity_info_icon = true,
|
||||
fluid_boxes = {
|
||||
{
|
||||
production_type = "input",
|
||||
pipe_covers = pipecoverspictures(),
|
||||
base_area = 1,
|
||||
base_level = -1,
|
||||
volume = 1000,
|
||||
filter = "water",
|
||||
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -4 } } },
|
||||
--pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 4 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -4, 0 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 4, 0 } } },
|
||||
|
||||
|
||||
},
|
||||
},
|
||||
off_when_no_fluid_recipe = false,
|
||||
graphics_set = {
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large.png",
|
||||
width = 640,
|
||||
height = 704,
|
||||
scale = 0.5,
|
||||
shift = {0, -0.5},
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_shadow.png",
|
||||
width = 704,
|
||||
height = 640,
|
||||
scale = 0.5,
|
||||
shift = {0.5, 0},
|
||||
draw_as_shadow = true,
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
working_visualisations = {
|
||||
{
|
||||
light = {intensity = 1.2, size = 20 },
|
||||
draw_as_light = true,
|
||||
effect = "flicker",
|
||||
constant_speed = true,
|
||||
fadeout = true,
|
||||
animation = {
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_light.png",
|
||||
width = 640,
|
||||
height = 640,
|
||||
scale = 0.5,
|
||||
shift = {0, 0},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
|
||||
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
|
||||
working_sound = {
|
||||
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1 } },
|
||||
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.8 },
|
||||
apparent_volume = 1.5,
|
||||
max_sounds_per_type = 3,
|
||||
},
|
||||
},
|
||||
|
||||
working_visualisations = {
|
||||
{
|
||||
constant_speed = true,
|
||||
fadeout = true,
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = { -4.5, -4.5 },
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = { 4.5, 4.5 },
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = { 4.5, -4.5 },
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = { -4.5, 4.5 },
|
||||
},
|
||||
},
|
||||
},
|
||||
crafting_categories = { "clean-air" },
|
||||
source_inventory_size = 1,
|
||||
result_inventory_size = 1,
|
||||
crafting_speed = 4.0,
|
||||
energy_source = {
|
||||
type = "electric",
|
||||
usage_priority = "secondary-input",
|
||||
emissions_per_minute = { pollution = -360 }, -- Negative value: pollution is absorbed!
|
||||
},
|
||||
},
|
||||
energy_usage = "800kW",
|
||||
ingredient_count = 1,
|
||||
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
|
||||
-- (Efficiency modules are also meant to reduce pollution, but as the base value
|
||||
-- is negative, the resulting value is greater than the base value! )
|
||||
module_specification = {
|
||||
module_slots = 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" },
|
||||
},
|
||||
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
|
||||
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
|
||||
working_sound = {
|
||||
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1.8 } },
|
||||
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.9 },
|
||||
apparent_volume = 2,
|
||||
max_sounds_per_type = 3,
|
||||
},
|
||||
crafting_categories = { "clean-air" },
|
||||
source_inventory_size = 1,
|
||||
result_inventory_size = 1,
|
||||
crafting_speed = 16,
|
||||
crafting_speed_quality_multiplier = crafting_speed_quality_multiplier,
|
||||
energy_source = {
|
||||
type = "electric",
|
||||
usage_priority = "secondary-input",
|
||||
emissions_per_minute = { pollution = -96 * 60 }, -- Negative value: pollution is absorbed!
|
||||
},
|
||||
energy_usage = "3200kW",
|
||||
ingredient_count = 1,
|
||||
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
|
||||
-- (Efficiency modules are also meant to reduce pollution, but as the base value
|
||||
-- is negative, the resulting value is greater than the base value! )
|
||||
module_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" },
|
||||
},
|
||||
---- corpse
|
||||
|
||||
|
||||
--- corpse
|
||||
{
|
||||
type = "corpse",
|
||||
name = "bi-bio-garden-large-remnant",
|
||||
localised_name = {"entity-name.bi-bio-garden-large-remnant"},
|
||||
icon = "__base__/graphics/icons/remnants.png",
|
||||
icon_size = 64,
|
||||
icon_mipmaps = 4,
|
||||
BI_add_icon = true,
|
||||
flags = {"placeable-neutral", "building-direction-8-way", "not-on-map"},
|
||||
subgroup = "remnants",
|
||||
order = "z-z-z",
|
||||
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
||||
tile_width = 9,
|
||||
tile_height = 9,
|
||||
selectable_in_game = false,
|
||||
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
||||
final_render_layer = "remnants",
|
||||
remove_on_tile_placement = false,
|
||||
animation =
|
||||
{
|
||||
type = "corpse",
|
||||
name = "bi-bio-garden-huge-remnant",
|
||||
localised_name = { "entity-name.bi-bio-garden-huge-remnant" },
|
||||
icon = "__base__/graphics/icons/remnants.png",
|
||||
icon_size = 64,
|
||||
icon_mipmaps = 4,
|
||||
BI_add_icon = true,
|
||||
flags = { "placeable-neutral", "building-direction-8-way", "not-on-map" },
|
||||
subgroup = "remnants",
|
||||
order = "z-z-z",
|
||||
selection_box = { { -13.5, -13.5 }, { 13.5, 13.5 } },
|
||||
tile_width = 27,
|
||||
tile_height = 27,
|
||||
selectable_in_game = false,
|
||||
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
||||
final_render_layer = "remnants",
|
||||
remove_on_tile_placement = false,
|
||||
animation = {
|
||||
{
|
||||
filename = REMNANTSPATH .. "bio_garden_huge_remnant.png",
|
||||
line_length = 1,
|
||||
width = 896,
|
||||
height = 928,
|
||||
frame_count = 1,
|
||||
direction_count = 1,
|
||||
shift = { 0, -0.5 },
|
||||
}
|
||||
{
|
||||
filename = REMNANTSPATH .. "bio_garden_large_remnant.png",
|
||||
line_length = 1,
|
||||
width = 640,
|
||||
height = 704,
|
||||
frame_count = 1,
|
||||
direction_count = 1,
|
||||
shift = {0, -0.5},
|
||||
scale = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
---- Bio Garden Huge
|
||||
{
|
||||
type = "assembling-machine",
|
||||
name = "bi-bio-garden-huge",
|
||||
icon = ICONPATH_E .. "bio_garden_huge_icon.png",
|
||||
icon_size = 64,
|
||||
icons = {
|
||||
{
|
||||
icon = ICONPATH_E .. "bio_garden_huge_icon.png",
|
||||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
flags = { "placeable-neutral", "placeable-player", "player-creation" },
|
||||
minable = { hardness = 1.2, mining_time = 2, result = "bi-bio-garden-huge" },
|
||||
fast_replaceable_group = "bi-bio-garden-huge",
|
||||
max_health = 2000,
|
||||
corpse = "bi-bio-garden-huge-remnant",
|
||||
collision_box = {{-13.3, -13.3}, {13.3, 13.3}},
|
||||
selection_box = {{-13.5, -13.5}, {13.5, 13.5}},
|
||||
scale_entity_info_icon = true,
|
||||
fluid_boxes = {
|
||||
{
|
||||
production_type = "input",
|
||||
pipe_covers = pipecoverspictures(),
|
||||
base_area = 1,
|
||||
base_level = -1,
|
||||
volume = 1000,
|
||||
filter = "water",
|
||||
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -13 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 13 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -13, 0 } } },
|
||||
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 13, 0 } } },
|
||||
},
|
||||
},
|
||||
off_when_no_fluid_recipe = false,
|
||||
graphics_set = {
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge.png",
|
||||
width = 1792,
|
||||
height = 1856,
|
||||
scale = 0.5,
|
||||
frame_count = 1,
|
||||
line_length = 1,
|
||||
repeat_count = 8,
|
||||
animation_speed = 1,
|
||||
shift = {0, -0.5},
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_shadow.png",
|
||||
width = 256,
|
||||
height = 1856,
|
||||
scale = 0.5,
|
||||
frame_count = 1,
|
||||
line_length = 1,
|
||||
repeat_count = 8,
|
||||
animation_speed = 1,
|
||||
shift = {14, -0.5},
|
||||
draw_as_shadow = true,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
working_visualisations = {
|
||||
{
|
||||
constant_speed = true,
|
||||
fadeout = true,
|
||||
animation = {
|
||||
layers = {
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = {-4.5, -4.5},
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = {4.5, 4.5},
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = {4.5, -4.5},
|
||||
},
|
||||
{
|
||||
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
|
||||
width = 128,
|
||||
height = 96,
|
||||
scale = 0.5,
|
||||
frame_count = 8,
|
||||
line_length = 8,
|
||||
repeat_count = 1,
|
||||
animation_speed = 1,
|
||||
shift = {-4.5, 4.5},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
|
||||
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
|
||||
working_sound = {
|
||||
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1.8 } },
|
||||
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.9 },
|
||||
apparent_volume = 2,
|
||||
max_sounds_per_type = 3,
|
||||
},
|
||||
crafting_categories = { "clean-air" },
|
||||
source_inventory_size = 1,
|
||||
result_inventory_size = 1,
|
||||
crafting_speed = 16,
|
||||
energy_source = {
|
||||
type = "electric",
|
||||
usage_priority = "secondary-input",
|
||||
emissions_per_minute = { pollution = -2880 }, -- Negative value: pollution is absorbed!
|
||||
},
|
||||
energy_usage = "3200kW",
|
||||
ingredient_count = 1,
|
||||
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
|
||||
-- (Efficiency modules are also meant to reduce pollution, but as the base value
|
||||
-- is negative, the resulting value is greater than the base value! )
|
||||
module_specification = {
|
||||
module_slots = 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" },
|
||||
},
|
||||
---- corpse
|
||||
|
||||
{
|
||||
type = "corpse",
|
||||
name = "bi-bio-garden-huge-remnant",
|
||||
localised_name = {"entity-name.bi-bio-garden-huge-remnant"},
|
||||
icon = "__base__/graphics/icons/remnants.png",
|
||||
icon_size = 64,
|
||||
icon_mipmaps = 4,
|
||||
BI_add_icon = true,
|
||||
flags = {"placeable-neutral", "building-direction-8-way", "not-on-map"},
|
||||
subgroup = "remnants",
|
||||
order = "z-z-z",
|
||||
selection_box = {{-13.5, -13.5}, {13.5, 13.5}},
|
||||
tile_width = 27,
|
||||
tile_height = 27,
|
||||
selectable_in_game = false,
|
||||
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
||||
final_render_layer = "remnants",
|
||||
remove_on_tile_placement = false,
|
||||
animation =
|
||||
{
|
||||
{
|
||||
filename = REMNANTSPATH .. "bio_garden_huge_remnant.png",
|
||||
line_length = 1,
|
||||
width = 896,
|
||||
height = 928,
|
||||
frame_count = 1,
|
||||
direction_count = 1,
|
||||
shift = {0, -0.5},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
})
|
||||
|
|
|
|||
|
|
@ -37,7 +37,14 @@ data:extend({
|
|||
name = "bi-bio-garden-large",
|
||||
localised_name = {"entity-name.bi-bio-garden-large"},
|
||||
localised_description = {"entity-description.bi-bio-garden-large"},
|
||||
icons = { {icon = ICONPATH_E .. "bio_garden_large_icon.png", icon_size = 64, } },
|
||||
icon = ICONPATH_E .. "bio_garden_large_icon.png",
|
||||
icon_size = 64,
|
||||
icons = {
|
||||
{
|
||||
icon = ICONPATH_E .. "bio_garden_large_icon.png",
|
||||
icon_size = 64,
|
||||
}
|
||||
},
|
||||
enabled = false,
|
||||
energy_required = 15,
|
||||
ingredients = {
|
||||
|
|
|
|||
|
|
@ -372,19 +372,19 @@ data:extend({
|
|||
percent = 10
|
||||
}
|
||||
},
|
||||
collision_box = {{-0.35, -0.35}, {0.25, 0.25}},
|
||||
selection_box = {{-0.55, -0.55}, {0.45, 0.45}},
|
||||
collision_box = {{-0.3, -0.3}, {0.3, 0.3}},
|
||||
selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
|
||||
drawing_box = {{-1, -7}, {1, 0.5}},
|
||||
maximum_wire_distance = 64, -- Factorio Max
|
||||
supply_area_distance = 2, -- This is the radius, so the supply area is 4x4.
|
||||
pictures = {
|
||||
filename = WOODPATH .. "huge-wooden-pole.png",
|
||||
priority = "high",
|
||||
width = 546,
|
||||
height = 501,
|
||||
width = 182,
|
||||
height = 167,
|
||||
direction_count = 4,
|
||||
shift = {3, -3.45},
|
||||
scale = 0.5,
|
||||
scale = 1.5,
|
||||
},
|
||||
connection_points = {
|
||||
{
|
||||
|
|
|
|||
|
|
@ -0,0 +1,267 @@
|
|||
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
|
||||
|
||||
275
Bio_Industries_2/prototypes/Wood_Products/rail-pictures-wood.lua
Normal file
275
Bio_Industries_2/prototypes/Wood_Products/rail-pictures-wood.lua
Normal file
|
|
@ -0,0 +1,275 @@
|
|||
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
|
||||
|
||||
|
||||
243
Bio_Industries_2/prototypes/Wood_Products/rail.lua
Normal file
243
Bio_Industries_2/prototypes/Wood_Products/rail.lua
Normal file
|
|
@ -0,0 +1,243 @@
|
|||
require ("prototypes.Wood_Products.rail-pictures-wood")
|
||||
|
||||
local BioInd = require('common')('Bio_Industries_2')
|
||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||
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 sounds = require("__base__.prototypes.entity.sounds")
|
||||
local tile_sounds = require("__base__.prototypes.tile.tile-sounds")
|
||||
local simulations = require("__base__.prototypes.factoriopedia-simulations")
|
||||
|
||||
|
||||
if BI.Settings.BI_Game_Tweaks_Recipe then
|
||||
|
||||
|
||||
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-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"
|
||||
},
|
||||
|
||||
{
|
||||
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"
|
||||
},
|
||||
{
|
||||
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"
|
||||
},
|
||||
{
|
||||
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"
|
||||
},
|
||||
})
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
|
@ -140,6 +140,24 @@ 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
|
||||
------------------------------------------------------------------------------------
|
||||
|
|
|
|||
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue