Fix early game technologies with AAI Industry
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4 changed files with 8 additions and 2 deletions
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@ -18,7 +18,7 @@ util.add_ingredient("electronic-circuit", "bakelite", amt)
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util.set_icons("electronic-circuit", nil)
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if util.me.handcraft() then
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if util.me.handcraft() and not mods["aai-industry"] then
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data:extend({{ type = "recipe-category", name = "handcraft-only" }})
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for i, character in pairs(data.raw.character) do
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if character and character.crafting_categories then
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@ -15,6 +15,10 @@ if mods.Krastorio2 and
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table.insert(data.raw["assembling-machine"]["basic-chemical-plant"].energy_source.fuel_categories , "kr-vehicle-fuel")
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end
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if mods["aai-industry"] and not mods["Krastorio2"] then
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util.remove_prerequisite("basic-chemistry", "basic-fluid-handling")
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end
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-- Vanilla burner phase tweaks -- green circuits after electronics
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-- Electronic circuit recipe set below in compatibility script
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if not mods.Krastorio2 and not mods["aai-industry"] and not mods.bzaluminum2 and not mods["bzcarbon2"] then
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@ -5,6 +5,8 @@ if mods["Krastorio2"] then
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table.insert(prereq, "steel-processing")
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elseif mods["bzfoundry2"] then
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table.insert(prereq, "foundry")
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elseif mods["aai-industry"] then
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table.insert(prereq, "automation")
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end
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data:extend({
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@ -13,7 +13,7 @@ if mods.Krastorio2 then
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ge_prereq = {"kr-stone-processing"}
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elseif mods["aai-industry"] then
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table.insert(ge_ingredients, {type="item", name="sand", amount=10})
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ge_prereq = {"sand-processing"}
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ge_prereq = {"sand-processing", "basic-fluid-handling"}
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elseif data.raw.item["silica"] and data.raw.technology["silica-processing"] then
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table.insert(ge_ingredients, {type="item", name="silica", amount=20})
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ge_prereq = {"silica-processing"}
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