Bio_Industries_2/Bio_Industries_2/data.lua
Simon Brodtmann bac183d1c1 Reformat code
2025-07-07 23:10:51 +02:00

125 lines
4.1 KiB
Lua

local BioInd = require('common')('Bio_Industries_2')
if not BI then BI = {} end
if not BI.Settings then BI.Settings = {} end
if not BI_Functions then BI_Functions = {} end
if not BI_Functions.lib then BI_Functions.lib = {} end
if not thxbob then thxbob = {} end
if not thxbob.lib then thxbob.lib = {} end
for var, name in pairs({
Bio_Cannon = "BI_Bio_Cannon",
BI_Bio_Fuel = "BI_Bio_Fuel",
BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens",
BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests",
BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size",
BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe",
BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree",
BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox",
BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player",
BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble",
BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot",
BI_Solar_Additions = "BI_Solar_Additions"
}) do
BI.Settings[var] = BioInd.get_startup_setting(name)
end
--- Help Files
require("libs.item-functions") -- From Bob's Libary
require("libs.recipe-functions") -- From Bob's Libary
require("libs.technology-functions") -- From Bob's Libary
require("libs.functions") -- From Bob's Libary
require("libs.category-functions") -- From Bob's Libary
require("libs.bi_functions") -- Functions
require("prototypes.category")
--- Bio Farm
require("prototypes.Bio_Farm.entities")
require("prototypes.Bio_Farm.item")
require("prototypes.Bio_Farm.recipe")
require("prototypes.Bio_Farm.liquids")
require("prototypes.Bio_Farm.recipe-categories")
require("prototypes.Bio_Farm.pipeConnectors")
require("prototypes.Bio_Farm.technology")
require("prototypes.Bio_Farm.tree_entities")
-- Bio Garden
require("prototypes.Bio_Garden.entities")
require("prototypes.Bio_Garden.item")
require("prototypes.Bio_Garden.recipe")
require("prototypes.Bio_Garden.recipe-categories")
--- Bio Solar Farm
require("prototypes.Bio_Solar_Farm.entities")
require("prototypes.Bio_Solar_Farm.item")
require("prototypes.Bio_Solar_Farm.recipe")
--- Wood Products
require("prototypes.Wood_Products.entities")
require("prototypes.Wood_Products.item")
require("prototypes.Wood_Products.recipe")
require("prototypes.Wood_Products.containers-entities")
require("prototypes.Wood_Products.containers-item")
require("prototypes.Wood_Products.containers-recipe")
if not mods["Natural_Evolution_Buildings"] then
--- Dart Turret (Bio turret)
require("prototypes.Bio_Turret.item-group")
require("prototypes.Bio_Turret.damage-type")
require("prototypes.Bio_Turret.item")
require("prototypes.Bio_Turret.recipe")
require("prototypes.Bio_Turret.entity")
--- Bio Cannon
-- Items Groups
require("prototypes.Bio_Cannon.item-group")
-- Cannon
require("prototypes.Bio_Cannon.item")
require("prototypes.Bio_Cannon.recipe")
require("prototypes.Bio_Cannon.entity")
require("prototypes.Bio_Cannon.technology")
-- Projectiles
require("prototypes.Bio_Cannon.projectiles-item")
require("prototypes.Bio_Cannon.projectiles-recipe")
require("prototypes.Bio_Cannon.projectiles-entity")
end
---- Add Bio Fuel & Plastic, etc.
require("prototypes.Bio_Fuel.item")
require("prototypes.Bio_Fuel.recipe")
require("prototypes.Bio_Fuel.entities")
require("prototypes.Bio_Fuel.technology")
-- Create the hidden entities (Moved here so we can be sure the base
-- entities already exist and their properties can be read.)
require("prototypes.compound_entities.hidden_entities")
------------------------------------------------------------------------------------
-- Alien Biomes will degrade tiles to "landfill" if more than 255 tiles are defined
-- in the game. We can register the musk-floor tiles with Alien Biomes so it will
-- try to prioritize the tiles if they exist.
alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
table.insert(alien_biomes_priority_tiles, "bi-solar-mat")
------------------------------------------------------------------------------------
-- Add icons to our prototypes
BioInd.BI_add_icons()