Split mod

This commit is contained in:
Simon Brodtmann 2025-11-11 23:58:49 +01:00
parent 9d94502296
commit efb0b6aad7
101 changed files with 803 additions and 786 deletions

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lignumis-base/changelog.txt Normal file
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---------------------------------------------------------------------------------------------------
Version: 1.0.72
Date: 01.11.2025
Bug Fixes:
- Move parent planet calculation to data-updates
Changes:
- Buff quality assembling
---------------------------------------------------------------------------------------------------
Version: 1.0.71
Date: 20.10.2025
Changes:
- Use 60 sec crafting time for active noise cancelling to visualise progress
- Reduce energy usage of noise cancelling tower to 500kW
---------------------------------------------------------------------------------------------------
Version: 1.0.70
Date: 07.10.2025
Bug Fixes:
- Any Planet Start: Prevent crashes
---------------------------------------------------------------------------------------------------
Version: 1.0.69
Date: 02.10.2025
Bug Fixes:
- Fix more item weights
---------------------------------------------------------------------------------------------------
Version: 1.0.68
Date: 28.09.2025
Changes:
- Remove enemies from starting area when leaving Lignumis
---------------------------------------------------------------------------------------------------
Version: 1.0.67
Date: 24.09.2025
Changes:
- Reduce energy usage of Active noise cancelling tower
- K2SO: Move K2 starting recipes to Nauvis technologies
Bug Fixes:
- Fix potential crash when escaping to Nauvis
---------------------------------------------------------------------------------------------------
Version: 1.0.66
Date: 21.09.2025
Changes:
- Buff medium wrigglers
- Buff wood liquefaction recipe by 50% for electric assemblers
- Buff Cupriavidus Necator starter recipe chance
Bug Fixes:
- Fix more item weights
---------------------------------------------------------------------------------------------------
Version: 1.0.65
Date: 14.09.2025
Changes:
- Remove warning for Alien Biomes
- Add setting for infinite Astroponics productivity research
Bug Fixes:
- Fix more item weights
---------------------------------------------------------------------------------------------------
Version: 1.0.64
Date: 10.09.2025
Bug Fixes:
- Fix more item weights
- Fix steam assembler scaling with increased energy usage from modules
---------------------------------------------------------------------------------------------------
Version: 1.0.63
Date: 09.09.2025
Changes:
- Wooden belts have half the weight
Bug Fixes:
- Fix vanilla more item weights
---------------------------------------------------------------------------------------------------
Version: 1.0.62
Date: 02.09.2025
Changes:
- Add spanish locales (thanks DFOXpro)
- Add compatibility for Alien Biomes (thanks Chromebomb)
- The lumber mill can be built on Vulcanus again
---------------------------------------------------------------------------------------------------
Version: 1.0.61
Date: 29.08.2025
Changes:
- Increase generation of peat
- Add setting for double provisional rocket capacity
- Add setting for spoiling of science packs
Bug Fixes:
- Always show moist stromatolite remnant in filter UI
---------------------------------------------------------------------------------------------------
Version: 1.0.60
Date: 25.08.2025
Changes:
- Mark RSO as incompatible
Bug Fixes:
- AAI Loaders: Don't load code when mode is set to graphics only
- Fix item weights
---------------------------------------------------------------------------------------------------
Version: 1.0.59
Date: 22.08.2025
Changes:
- Reduce mining time of the burner lamp
Bug Fixes:
- Fix possible crash when transitioning to Nauvis
---------------------------------------------------------------------------------------------------
Version: 1.0.58
Date: 22.08.2025
Changes:
- Add setting for keeping the vanilla lab recipe (https://mods.factorio.com/mod/lignumis/discussion/68725ff2ad76390859ee01a7)
- Add burner lamp
- Add compatibility for "Krastorio 2 Spaced Out"
Bug Fixes:
- AAI Industry and Crushing industry: Fix burner crusher gold recipe (https://mods.factorio.com/mod/lignumis/discussion/68a70d74b6418d6882e78783)
- Any planet start: Move code to data final fixes
---------------------------------------------------------------------------------------------------
Version: 1.0.57
Date: 11.07.2025
Changes:
- Update german translation (thanks Lucanoria)
- Add dependency: Wooden Gleba
---------------------------------------------------------------------------------------------------
Version: 1.0.56
Date: 07.07.2025
Changes:
- Add german translation (thanks Lucanoria)
Bug Fies:
- Fix incompatibility introduced by Astroponics 1.7.0
---------------------------------------------------------------------------------------------------
Version: 1.0.55
Date: 25.06.2025
Breaking Changes:
- Crushing Industry: Molten gold is made from crushed gold (was gold ore)
- Crushing Industry: Crushing gold returns moist stromatolite remnant instead of sand
Changes:
- Gold cable can be crafted in the electromagnetic plant
- Add a Lignumis recipe for processing unit
- Balance (reduce) noise pollution
- The setting for wood on Fulgora is now off by default
---------------------------------------------------------------------------------------------------
Version: 1.0.54
Date: 21.06.2025
Breaking Changes:
- Forbid lumber mill in space
Changes:
- Add astroponics productivity research
- Update russian locale (thanks Onseshigo)
---------------------------------------------------------------------------------------------------
Version: 1.0.53
Date: 08.06.2025
Changes:
- Gold plates require 1 gold ore again and buff gold by 33%
- Reduce usage of resources for some buildings
Bug Fixes:
- Any Planet Start: Works with moons now (required for Cerys)
---------------------------------------------------------------------------------------------------
Version: 1.0.52
Date: 06.06.2025
Changes:
- Increase speed of rocket a bit
- Add flames and explosions to transition
---------------------------------------------------------------------------------------------------
Version: 1.0.51
Date: 06.06.2025
Changes:
- Adjust essential flags on technologies
Bug Fixes:
- Crushing industry + Hot metals: Fix crushed gold not being smelted into hot gold
---------------------------------------------------------------------------------------------------
Version: 1.0.50
Date: 04.06.2025
Changes:
- Reapply "Improve transition to Nauvis"
---------------------------------------------------------------------------------------------------
Version: 1.0.49
Date: 04.06.2025
Changes:
- Enable burner leech when no dedicated mod is installed
- Burner-Leech-Fork is not incompatible anymore
Bug Fixes:
- Revert "Improve transition to Nauvis" since it requires currently unstable Factorio version 2.0.53
---------------------------------------------------------------------------------------------------
Version: 1.0.48
Date: 03.06.2025
Changes:
- Make InserterFuelLeech optional
- Improve transition to Nauvis
---------------------------------------------------------------------------------------------------
Version: 1.0.47
Date: 31.05.2025
Bug Fixes:
- Fix crash when there is a tree that has no minable property
- Fix crash when the on_rocket_launched event doesn't have a rocket_silo
- Correct Factoriopedia simulation for wooden underground belts
---------------------------------------------------------------------------------------------------
Version: 1.0.46
Date: 23.05.2025
Changes:
- Set solar power to orbiting planet's +20%
- Balance basic robots battery usage
Bug Fixes:
- Correct some item weights
---------------------------------------------------------------------------------------------------
Version: 1.0.45
Date: 03.05.2025
Bug Fixes:
- Any Planet Start: Fix planet discovery being disabled
---------------------------------------------------------------------------------------------------
Version: 1.0.44
Date: 20.04.2025
Bug Fixes:
- Add Secretas optional dependency to fix loading order
---------------------------------------------------------------------------------------------------
Version: 1.0.43
Date: 20.04.2025
Changes:
- Any planet start: Move code to updates stage
Bug Fixes:
- Correct description of the Quality Assembler
- Any planet start (Vulcanus): Add some fixes to not get stuck
- Crushing Industry: Move compatibility code to updates phase to prevent crash
---------------------------------------------------------------------------------------------------
Version: 1.0.42
Date: 14.04.2025
Bug Fixes:
- Helmod: Fix bug with steam assembler (now really)
- Crushing Industry: Fix wrong ingredient amount for gold from crushed gold (BREAKING)
---------------------------------------------------------------------------------------------------
Version: 1.0.41
Date: 13.04.2025
Changes:
- Add setting for even earlier personal robots
Bug Fixes:
- Prevent broken icons
- Helmod: Fix bug with steam assembler
- Any planet start: Fix prerequisites for "Tree seeding"
- Any planet start: Fix circular dependency
- Wood Gasification updated: Fix amount of wood per tree
---------------------------------------------------------------------------------------------------
Version: 1.0.40
Date: 06.04.2025
Changes:
- Add setting for wood on Fulgora and make Wooden Fulgora optional again
Bug Fixes:
- Add fix for duplicate ready rocket silo
- Remove inventory of provisional rocket silo
---------------------------------------------------------------------------------------------------
Version: 1.0.39
Date: 28.03.2025
Changes:
- Add Space Age flag
Breaking changes:
- AAI loaders, Lane splitters: Apply recipe changes only when AAI Industry is active
- AAI Loaders: Adhere belt progression setting
---------------------------------------------------------------------------------------------------
Version: 1.0.38
Date: 28.03.2025
Changes:
- Any planet start: Change internal name of the space connection to Lignumis depending on the selected planet
Bug Fixes:
- Any planet start (Vulcanus) + Crushing Industry: Move iron crushing to fix soft-lock
---------------------------------------------------------------------------------------------------
Version: 1.0.37
Date: 28.03.2025
Changes:
- Switch from "Burner leech fork" to "Inserter Fuel Leech"
- "Wooden Vulcanus" and "Wooden Fulgora" are now mandatory ("Wooden Gleba" is currently being made)
- Crushing Industry: Burner Crusher can be crafted in Lumber Mill (with more Lumber Mill recipes enabled)
- Add compatibility for "Any planet start" - Now it is used to determine the planet after Lignumis and will move the moon accordingly
- Add compatibility for "Gleba reborn"
Bug Fixes:
- Crushing Industry: Fix name of Burner Crusher copper recipe
---------------------------------------------------------------------------------------------------
Version: 1.0.36
Date: 24.03.2025
Changes:
- Basic construction robots copper recipe uses basic circuit boards and wooden gear wheels
- AAI Industry: Add "wood" fuel category to burner generator and fuel processor
- Wood Industry: Woodchips have "wood" fuel category
- Add compatibility for "Crushing Industry"
Bug Fixes:
- Lane Splitters: Correct item order
- AAI Loaders: Correct item/recipe order
- Fix recylce recipe being generated for rocket parts
---------------------------------------------------------------------------------------------------
Version: 1.0.35
Date: 18.03.2025
Changes:
- Add russian translation (thanks Fr_Dae)
- Regular lab recipe always uses wood belt
---------------------------------------------------------------------------------------------------
Version: 1.0.34
Date: 17.03.2025
Changes:
- Balance basic construction robots (reduced energy buffer and usage)
- Make the second planet after Lignumis configurable by other mods
- Add new enemies (only for new games)
- Burner leech fork is now a mandatory dependency
---------------------------------------------------------------------------------------------------
Version: 1.0.33
Date: 16.03.2025
Breaking Changes:
- Replace iron gear wheel with wooden gear wheel in lumber mill copper recipe
- AAI Industry: Lumber mill copper recipe uses burner assembler instead of electrical assembler 1
- AAI Industry: Basic construction robot copper recipe uses basic circuit board instead of electronic circuit
- AAI Loaders: Yellow loader uses basic circuit board instead of electronic circuit
- Lane splitters: Yellow lane splitter uses basic circuit board instead of electronic circuit
Changes:
- Nerf basic portable generator from 200 kW to 100 kW
- AAI Industry: Move copper cable recipe to copper processing
- AAI Industry: Remove technology "Basic logistics"
- AAI Loaders: Reduce basic circuit boards to match other tiers
- Remove temporary fix for crash due to "Wood Walls and floors"
---------------------------------------------------------------------------------------------------
Version: 1.0.32
Date: 14.03.2025
Breaking Changes:
- Some newly added recipes for the lumber mill have been moved to a setting that is off by default
Changes:
- Reduce noise
- Restrict provisional rocket silo to Lignumis
- Add setting for assembler recipe progression
Bug Fixes:
- Fix players after the first not attackable
---------------------------------------------------------------------------------------------------
Version: 1.0.31
Date: 13.03.2025
Breaking Changes:
- Any planet start/Planet picker: Mark as incompatible
Changes:
- Add more recipes to lumber mill
- AAI Loaders: Expensive mode recipe uses basic circuit boards (thanks Nydaleclya)
- AAI Loaders: Yellow loader recipe uses wood loader
Bug Fixes:
- Add missing translation
- Possibly fix problems with Wooden rocket silo in remote view
- Add copper recipe for the lumber mill
---------------------------------------------------------------------------------------------------
Version: 1.0.30
Date: 06.03.2025
Bug Fixes:
- Any planet start: Fix startup crash
---------------------------------------------------------------------------------------------------
Version: 1.0.29
Date: 05.03.2025
Breaking Changes:
- Nerf quality assembler to +25% quality
Changes:
- Set default for setting "Basic circuit boards" to true
- Alien Biomes: Add warning when the game starts that AB is not supported
Bug Fixes:
- Fix Burner agricultural tower not having a Nauvis recipe when "Basic circuit boards" is active
---------------------------------------------------------------------------------------------------
Version: 1.0.28
Date: 04.03.2025
Changes:
- Steam assembler technology should not ignore tech cost multiplier
Bug Fixes:
- AAI Loaders: Add missing translation
- Prevent possible errors on player initialization
---------------------------------------------------------------------------------------------------
Version: 1.0.27
Date: 02.03.2025
Changes:
- Add compatibility for "Any planet start"
- Add compatibility for "Lane splitters"
Bug Fixes:
- AAI Industry: Fix basic circuit board recipe unlock
---------------------------------------------------------------------------------------------------
Version: 1.0.26
Date: 28.02.2025
Bug Fixes:
- Add missing dependency
---------------------------------------------------------------------------------------------------
Version: 1.0.25
Date: 28.02.2025
Changes:
- Move assets to a separate mod
Bug Fixes:
- Don't trigger changing surface trigger for non player controllers
- Fix crash due to nil value in recipe ingredients
---------------------------------------------------------------------------------------------------
Version: 1.0.24
Date: 28.02.2025
Changes:
- AAI Industry: Burner agricultural towers can burn processed fuel
- Add "pressing" recipe category to assemblers
- Add optional Basic circuit board (default off to not break existing games)
Bug Fixes:
- AAI Loaders: Fix circuit recipe name and icon
---------------------------------------------------------------------------------------------------
Version: 1.0.23
Date: 26.02.2025
Changes:
- Add compatibility for the mod "Nuclear Science"
---------------------------------------------------------------------------------------------------
Version: 1.0.22
Date: 26.02.2025
Changes:
- Balance moist stromatolite remnant desiccation (more steam, less peat; replace furnaces if they don't work anymore)
- Burner long handed inserter uses less energy
- Update polish translations
- Add compatibility for the mods "AAI Loaders" / "AAI Loaders, a sane rebalance"
---------------------------------------------------------------------------------------------------
Version: 1.0.21
Date: 25.02.2025
Changes:
- Add more crafting categories to the assemblers (needed for early Nauvis crafting)
- Always show physical weapon technologies level 3 (for when you skipped it on Lignumis)
- Add polish translations (thanks StarGazer)
- Add recipe for Burner assembling machine for Nauvis (using electronic circuits)
- Burner assembler emits pollution on Nauvis
- Modding: Add lignumis_skip_science_packs as a way to prevent science packs being added to technologies
---------------------------------------------------------------------------------------------------
Version: 1.0.20
Date: 24.02.2025
Changes:
- Add compatibility for the mod "Diversitree"
- Add "ignore_tech_cost_multiplier" to "tree-seeding
Bug Fixes:
- Update compatibility for Cerys
---------------------------------------------------------------------------------------------------
Version: 1.0.19
Date: 23.02.2025
Changes:
- Add setting "Enable progressive technologies"
---------------------------------------------------------------------------------------------------
Version: 1.0.18
Date: 16.02.2025
Breaking Changes:
- Double numbers for gold ore (both production and usage; it doesn't really break anything but it could mess with the throughput)
Changes:
- AAI Industry: Keep the technology changes AAI Industry makes
- Autoplaced gold stromatolites are trees now that can be harvested by the agricultural tower
- Use Bioprocessing tab (you need to install the new dependency)
Bug Fixes:
- AAI Industry: Wood science pack can be crafted by hand
---------------------------------------------------------------------------------------------------
Version: 1.0.17
Date: 16.02.2025
Bug Fixes:
- Basic radar can be crafted in the steam assembler again
- Wood liquefaction is available both for steam assembler and assembler mk2
- Fix crash with "Fulgora Lives" active
---------------------------------------------------------------------------------------------------
Version: 1.0.16
Date: 15.02.2025
Bug Fixes:
- Fix trees not being plantable on Nauvis with Alien Biomes active
- Add compatibility for mods that change the quality technologies
---------------------------------------------------------------------------------------------------
Version: 1.0.15
Date: 15.02.2025
Changes:
- Add compatibility with AAI Industry
- Add compatibility with Planet Picker
- Improve progressive belt recipes (yellow undies and splitters used to require both the lower tier and yellow belts)
- Nutrients from wood pulp can be crafted in the biochamber
- Have a separate recipe for steam science that only uses steam as fuel for the steam assembler (no two input pipes with the same fluid anymore)
- You can't leave Lignumis before researching Nauvis discovery
- Prevent getting Stuck on Nauvis by changing prerequisites of Nauvis technologies and removing pre-research on Lignumis
---------------------------------------------------------------------------------------------------
Version: 1.0.14
Date: 14.02.2025
Changes:
- Add compatibility to stable Factorio version again
---------------------------------------------------------------------------------------------------
Version: 1.0.13
Date: 13.02.2025
Changes:
- Correct some icon orders
- Locomotives can burn wood again
- Reduce energy usage of active noise cancelling tower
- Nerf deep miner (halves the speed)
- Remove temporary fix for wooden walls
- Change asteroid chunk ratio for Lignumis to not wait ages for ice
- Add molten gold processing for the foundry
- Reduce peat from gold
- Add Lignumis recipes to Space Age recipe productivity technologies
Breaking Changes:
- LDS uses lumber instead of raw wood
---------------------------------------------------------------------------------------------------
Version: 1.0.12
Date: 08.02.2025
Changes:
- Add HD starmap icon
- Reduce file size of audio
- Deep miner doesn't require production science pack
Bug Fixes:
- Fix crafting category of speed module 3
---------------------------------------------------------------------------------------------------
Version: 1.0.11
Date: 05.02.2025
Bug Fixes:
- The player can now craft generated quality crafting categories
- Fix crash site being created for every player in multiplayer
---------------------------------------------------------------------------------------------------
Version: 1.0.10
Date: 05.02.2025
Changes:
- Balance trees (you should have the feeling that the whole planet is a forest)
- Add ambient sound and music
Bug Fixes:
- Fix gold stromatolite seeds not plantable on Lignumis
---------------------------------------------------------------------------------------------------
Version: 1.0.9
Date: 05.02.2025
Bug Fixes:
- Fix agricultural towers not buildable on Lignumis
---------------------------------------------------------------------------------------------------
Version: 1.0.8
Date: 04.02.2025
Bug Fixes:
- Fix crash due to error `attempt to get length of local 'woodResults' (a nil value)`
---------------------------------------------------------------------------------------------------
Version: 1.0.7
Date: 04.02.2025
Changes:
- Add "○" to the mod name so it is easily recognized as a planet mod
- Set default import locations for repair packs
- Use mod "Pollution as surface property"
- Apply setting for progressive belt recipes to lab
- Unlock basic Nauvis technologies when adding the mod to an existing game
Bug Fixes:
- Fix nutrients-from-wood-pulp not being craftable
---------------------------------------------------------------------------------------------------
Version: 1.0.6
Date: 02.02.2025
Bug Fixes:
- Only regular Nauvis trees are buffed
- Disable recycling for alternative recipes
---------------------------------------------------------------------------------------------------
Version: 1.0.5
Date: 27.01.2025
Changes:
- Move requester chest to logistic robotics
Bug Fixes:
- Temporary fix for crash due to "Wood Walls and floors" (https://mods.factorio.com/mod/Wood-Walls/discussion/679915cbb8bf3c84c65db404)
- Fix error in migration code when Lignumis surface does not exist yet
---------------------------------------------------------------------------------------------------
Version: 1.0.4
Date: 27.01.2025
Changes:
- Buff Lignumis military (and Vanilla gun turret as incentive to upgrade)
Bug Fixes:
- Make pipe code more robust (https://github.com/SimonBrodtmann/lignumis/issues/5)
- Fix error in migration code when Lignumis surface does not exist yet
---------------------------------------------------------------------------------------------------
Version: 1.0.3
Date: 26.01.2025
Bug Fixes:
- Fix error when clicking a provisional rocket silo while in remote view
---------------------------------------------------------------------------------------------------
Version: 1.0.2
Date: 26.01.2025
Bug Fixes:
- Fix transition to Nauvis for existing saves
- Fix provisional rocket silo only needing 1 rocket part
---------------------------------------------------------------------------------------------------
Version: 1.0.1
Date: 26.01.2025
Bug Fixes:
- Fix migration error
---------------------------------------------------------------------------------------------------
Version: 1.0.0
Date: 26.01.2025
Changes:
- Add translations for simplified chinese (thanks cyx2015s)
- Improve transition to Nauvis with a compound entity and a custom GUI
- Polish custom graphics
- Optimize graphics, drastically reducing the overall file size
---------------------------------------------------------------------------------------------------
Version: 0.9.8
Date: 25.01.2025
Changes:
- Generator burner equipment can use wood as fuel
- Reduce output inventory slots of burner agricultural tower to 3
- Add mod support for science packs and custom labs
- Add compatibility code for Cerys
Bug Fixes:
- Remove randomness from plants (thanks Atraxi; https://mods.factorio.com/mod/lignumis/discussion/67933ca99634a9d18f15f5af)
---------------------------------------------------------------------------------------------------
Version: 0.9.7
Date: 23.01.2025
Changes:
- Add compatibility for "Metal and Stars" (thanks Atraxi)
- Rename "Planet discovery Lignumis" to "Moon discovery Lignumis"
---------------------------------------------------------------------------------------------------
Version: 0.9.6
Date: 20.01.2025
Bug Fixes:
- Fix errors with initialization (probably)
---------------------------------------------------------------------------------------------------
Version: 0.9.5
Date: 20.01.2025
Changes:
- Halved energy required for lumber, halved speed of lumber mill
- Allow bringing 40 item stacks to Nauvis (currently it's only in the tooltip)
- Replace yellow belt with brown belt in electric lab recipe to prevent deadlock
Bug Fixes:
- Fix only first player being sent to Lignumis (probably)
---------------------------------------------------------------------------------------------------
Version: 0.9.4
Date: 20.01.2025
Changes:
- Enable music for Lignumis again
- Lignumis buildings now have golden pipe connections
- Prevent other mods from adding science packs to wood lab
- Increase inventory slots of burner agricultural tower to 5
- Gold seeds are buffed to reduce ramp-up time of gold production
- Basic radar recipe now takes longer
- The amount of peat from gold stromatolite remnant is reduced
Bug Fixes:
- Non-planted trees didn't absorb noise
- Desiccation furnace was mined to regular furnace
Breaking Changes:
- The fluid input connection of the provisional rocket silo has been moved one tile to the right
---------------------------------------------------------------------------------------------------
Version: 0.9.3
Date: 17.01.2025
Changes:
- Wooden military is now optional. Lignumis adds everything that is needed. You can keep it for the additional stuff.
- Wood lab now gets its input science packs defined in data-final-fixes because it should not get additional science packs from other mods
- Wooden industry is now supported (no code is needed for that)
---------------------------------------------------------------------------------------------------
Version: 0.9.2
Date: 15.01.2025
Changes:
- Reduce trees in map generation a bit
Bug Fixes:
- Temporarily disables music on Lignumis because PlanetsLib 1.1.25 removes the function `PlanetsLib.borrow_music`
- Change locales for `surface-condition-too-low` and `surface-condition-too-high` to make sense for pollution surface condition
---------------------------------------------------------------------------------------------------
Version: 0.9.1
Date: 15.01.2025
Changes:
- Optimized map generation
- Changed color of natural gold soil on the map
- Increased wood yield from peat
- Buff the game start with a second burner mining drill and 2 burner agricultural towers
- Add mining area visualization for the 4x4 burner mining drill
- Now uses PlanetsLib (that also adds a nice orbit ring)
---------------------------------------------------------------------------------------------------
Version: 0.9.0
Date: 14.01.2025
Changes:
- Add recipes to Quality assembler
---------------------------------------------------------------------------------------------------
Version: 0.0.10
Date: 13.01.2025
Changes:
- Add noise pollution icon
- Add Quality assembler
Bug Fixes:
- Fix tree-seeding being disabled
---------------------------------------------------------------------------------------------------
Version: 0.0.9
Date: 13.01.2025
Changes:
- Add Active noise cancelling tower
- Add noise emissions to non-Lignumis entities
- Balance noise
Bug Fixes:
- Reduce Space Age dependency to latest stable release instead of experimental
---------------------------------------------------------------------------------------------------
Version: 0.0.8
Date: 12.01.2025
Changes:
- Add mod "Astropinics"
- Update dependencies
- Add mid-game items and balancing (a.k.a. coming back to Lignumis)
- Mark known incompatible mods as such until compatibility code is added
---------------------------------------------------------------------------------------------------
Version: 0.0.7
Date: 11.01.2025
Changes:
- Reactors and cars burn wood fuel
- Unlock Lignumis via technology instead of script
- Give deep miner a proper recipe and balance it
- Balance basic construction robots
Bug Fixes:
- Fix a crash when starting Lignumis not in freeplay mode
- Fix a crash when starting Lignumis in the editor
- Fix some item orders
---------------------------------------------------------------------------------------------------
Version: 0.0.6
Date: 09.01.2025
Changes:
- Remove temporary incompatibility with wood-logistics
- Add basic radar
- Balance peat resource patches
- Increase fuel value of wood pulp
- Balance start on Nauvis
---------------------------------------------------------------------------------------------------
Version: 0.0.5
Date: 07.01.2025
Changes:
- Add basic repair pack
- Remove gold from burner agricultural tower
- Vanilla labs can use Lignumis science packs
- Balance technology "Basic construction robotics (copper)"
- Balance "noise" pollution
- Move 2 damage research levels to Lignumis
- Adjust vanilla technologies
- Add compatibility with hot metals
Bug Fixes:
- Fix too slow belt animation
- Fix initial fuel for all burner inserters
---------------------------------------------------------------------------------------------------
Version: 0.0.4
Date: 06.01.2025
Changes:
- The mod "Burner Leech Fork" is removed as a dependency and listed as optional addition in the description
- Add "wood fuel" category so burner entities don't use trees, lumber and seeds as fuel
- Add recipe to process moist stromatolite remnant in a normal furnace to balance steam production
- Add recipe to process gold stromatolite seeds to void excess seeds
- Improve transition to Nauvis and do some overall polishing
- The mod "wood-logistics" is now marked incompatible. All wood-themed mods from SafTheLamb will be made compatible at a later point.
---------------------------------------------------------------------------------------------------
Version: 0.0.3
Date: 06.01.2025
Changes:
- Add Basic construction robots
- Position Deep miner in technology tree
- Implement transition to Nauvis (temporary solution)
---------------------------------------------------------------------------------------------------
Version: 0.0.2
Date: 02.01.2025
Changes:
- Add Basic gun turret
- Remove Wood to landfill
- Move vanilla landfill to Lignumis
- Prevent deadlock by not using Lignumis science packs after going to Nauvis
Bug Fixes:
- Fix some typos
- Fix item orders
- Fix crafting categories of assemblers
- Fix initial fuel for Long handed inserter
- Fix minable results for gold pipes
- Fix items not shown in filter selection
- Fix enemies not attacking

10
lignumis-base/control.lua Normal file
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local handler = require("event_handler")
gui = require("__flib__/gui")
handler.add_libraries({
require("scripts/init-existing"),
require("scripts/init-new"),
require("scripts/init"),
require("scripts/to-nauvis"),
require("scripts/wooden-rocket-silo")
})

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require("prototypes/content/final")
require("prototypes/compatibility/final")
if not mods["Burner-Leech-Fork"] and not mods["Burner-Leech"] and not mods["InserterFuelLeech"] then
data.raw["inserter"]["burner-inserter"].allow_burner_leech = true
data.raw["inserter"]["burner-long-handed-inserter"].allow_burner_leech = true
end

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require("prototypes/content/updates")
require("prototypes/integrations/updates")
require("prototypes/compatibility/updates")

43
lignumis-base/data.lua Normal file
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Lignumis = {
-- A technology having any of these science packs as ingredient will get wood and steam science packs added
science_pack_whitelist = { "utility-science-pack", "production-science-pack", "space-science-pack" },
-- A technology is skipped if it has any of these as ingredient
science_pack_blacklist = {
"wood-science-pack", "steam-science-pack", -- Lignumis
"nanite-science-pack", "quantum-science-pack", "ring-science-pack", -- Metal and Stars
"cerys-science-pack", "cerysian-science-pack" -- Cerys
},
-- These technologies are skipped even if they are matches according to above lists
science_blacklist = {
"deep-miner",
"logistic-system",
"space-platform-thruster",
"kovarex-enrichment-process",
"astroponics",
"planet-discovery-nauvis",
"planet-discovery-lignumis"
},
-- Add wood and steam science packs to all labs' inputs except these
lab_blacklist = {
"wood-lab", -- Lignumis
"cerys-lab" -- Cerys
},
assets = "__lignumis-assets__/"
}
Lignumis.graphics = Lignumis.assets .. "graphics/"
Lignumis.sound = Lignumis.assets .. "sound/"
if not settings.startup["lignumis-technology-progression"].value then
Lignumis.science_pack_whitelist = {}
end
require("__cf-lib__/util")
require("prototypes/content/data")
require("prototypes/integrations/data")
require("prototypes/compatibility/data")

47
lignumis-base/info.json Normal file
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@ -0,0 +1,47 @@
{
"name": "lignumis-base",
"version": "1.1.0",
"title": "Lignumis - Base",
"description": "Base mod for Lignumis with less dependencies.",
"author": "cackling fiend",
"homepage": "https://discord.gg/ufvFUJtVwk",
"factorio_version": "2.0",
"space_travel_required": true,
"dependencies": [
"base",
"space-age >= 2.0.53",
"bioprocessing-tab",
"cf-lib >= 0.0.13",
"flib",
"lignumis-assets >= 1.0.3",
"mf-buildings >= 1.0.7",
"mf-core >= 1.0.3",
"mf-logistics >= 1.0.1",
"PlanetsLib >= 1.1.26",
"pollution-as-surface-property",
"Wood-Walls >= 1.2.0",
"?aai-industry",
"?aai-loaders",
"?aai-loaders-sane",
"?any-planet-start",
"?atan-nuclear-science",
"?crushing-industry",
"?Diversitree",
"?fulgora-coralmium-agriculture",
"?gleba-reborn",
"?hot-metals >= 1.1.0",
"?Krastorio2-spaced-out",
"?lane-splitters",
"?metal-and-stars",
"(?)secretas",
"(?)Wood_Gasification_updated",
"?wood-industry",
"?wood-military >= 2.3.3",
"!apm_power_ldinc",
"!early-agriculture",
"!planet-picker",
"!wood-logistics",
"!wood-universe-modpack",
"!rso-mod"
]
}

674
lignumis-base/license.txt Normal file
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@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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[mod-name]
lignumis=○ Lignumis
[mod-description]
lignumis=Tauche ein in die Welt von Lignumis, einem Mond von Nauvis, der nur die grundlegendsten Technologien bietet.
[space-location-name]
lignumis=Lignumis
[space-location-description]
lignumis=Lignumis ist ein Mond, der Nauvis umkreist. Er ist Nauvis recht ähnlich, scheint aber jünger zu sein und über weniger Ressourcen zu verfügen.
[airborne-pollutant-name]
noise=Lärm
[airborne-pollutant-name-with-amount]
noise=__1__ Lärm
[entity-name]
wood-lab=Grundlegendes Forschungslabor aus Holz
peat=Torf
burner-agricultural-tower=Befeuerter Landwirtschaftsturm
burner-assembling-machine=Befeuerte Montagemaschine
burner-long-handed-inserter=Befeuerter Langer Greifarm
lumber-mill=Sägewerk
gold-stromatolite=Gold-Stromatolith
gold-stromatolite-plant=Gold-Stromatolith-Pflanze
gold-stromatolite-lignumis=Gold-Stromatolith
gold-patch=Goldfeld
deep-miner=Tiefenbohrer
gold-pipe=Gold-Rohr
gold-pipe-to-ground=Unterirdisches Gold-Rohr
gold-storage-tank=Goldener Lagertank
desiccation-furnace=Trocknungsofen
steam-assembling-machine=Dampf-Montagemaschine
provisional-rocket-silo=Provisorisches Raketensilo
provisional-rocket-silo-ready=Provisorisches Raketensilo (bereit)
basic-gun-turret=Grundlegender Geschützturm
basic-construction-robot-gold=Grundlegender Konstruktionsroboter (Gold)
basic-construction-robot-copper=Grundlegender Konstruktionsroboter (Kupfer)
wood-transport-belt=Hölzernes Fließband
wood-underground-belt=Hölzernes Untergrund Fließband
wood-splitter=Hölzernes Teilerfließband
basic-radar=Grundlegendes Radar
active-noise-cancelling-tower=Aktive Geräuschunterdrückungsturm
quality-assembler=Qualitäts-Montagemaschine
aai-wood-loader=Hölzerner Lader
wood-lane-splitter=Hölzernes Teilerfließband
lignumis-spawner-small=Lignumis Laichballen
lignumis-small-wriggler-pentapod=Kleiner Lignumis Fünfbein-Zappler
lignumis-medium-wriggler-pentapod=Mittelgroßer Lignumis Fünfbein-Zapler
[entity-description]
lumber-mill=Fortschrittliche Maschine zur Holzbearbeitung.
quality-assembler=High-End-Montagemaschine, die nur die besten Maschinen herstellt. Verleiht 25% zusätzliche Qualität durch den Verbrauch von [item=gold-quality-catalyst]. Die Oberflächenbedingungen und Zutaten bleiben ansonsten unverändert.
gold-stromatolite-plant=Sammle Gold-Stromatolithen für Bakterien, die Gold aus dem Boden anreichern.\n__REMARK_COLOR_BEGIN__Erwarteter Ertrag:__REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
[equipment-name]
basic-portable-generator-equipment-gold=Grundlegender tragbarer Generator (Gold)
basic-portable-generator-equipment-copper=Grundlegender tragbarer Generator (Kupfer)
basic-personal-roboport-equipment-gold=Grundlegender Persönlicher Roboterhangar (Gold)
basic-personal-roboport-equipment-copper=Grundlegender Persönlicher Roboterhangar (Kupfer)
[item-name]
wooden-gear-wheel=Holzzahnrad
wood-science-pack=Wissenschaftspaket für Holz
peat=Torf
gold-stromatolite-seed=Gold-Stromatolith-Samen
gold-ore=Golderz
gold-bacteria=Goldbakterien
gold-plate=Goldplatte
gold-cable=Goldkabel
moist-stromatolite-remnant=Feuchte Stromatolithenreste
steam-science-pack=Wissenschaftspaket für Dampf
lumber=Holzbrett
basic-repair-pack=Grundlegendes Reparaturkit
cupriavidus-necator=Cupriavidus necator
dead-cupriavidus-necator=Tote Cupriavidus necator
gold-quality-catalyst=Katalysator in Goldqualität
wood-armor=Holz Rüstung
wood-darts-magazine=Holz Dart Magazin
basic-circuit-board=Grundlegender Schaltkreis
crushed-gold-ore=Zerkleinertes Golderz
[item-description]
wooden-wall=Verwende Holzmauern, um deine Basis vor den Einheimischen zu schützen und um den Lärmpegel zu reduzieren.
stone-wall=Besserer akustischer und physischer Schutz als sein Gegenstück aus Holz.
gold-stromatolite-seed=Pflanze den Samen, um Gold-Stromatolithen wachsen zu lassen. Sie beherbergen Bakterien, die Gold aus dem Boden anreichern.\n__REMARK_COLOR_BEGIN__Expected yield:__REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
[fluid-name]
wood-pulp=Holzzellstoff
molten-gold=Geschmolzenes Gold
[recipe-name]
moist-stromatolite-remnant-desiccation=Feuchte Stromatolithenreste austrocknen
moist-stromatolite-remnant-desiccation-without-steam=Feuchte Stromatolithenreste austrocknen
gold-stromatolite-seed-to-peat=Gold-Stromatolith-Samen verarbeiten
wood-liquefaction=Holzverflüssigung
provisional-rocket-part=Provisorisches Raketenteil
cupriavidus-necator-starter=Cupriavidus necator (starter culture)
plastic-from-cupriavidus-necator=Biokunststoff
plastic-from-dead-cupriavidus-necator=Biokunststoff
low-density-structure-gold=Leichtbauteil
rocket-fuel-from-wood-pulp-and-peat=Bio-Raketentreibstoff
nutrients-from-wood-pulp=Nährstoffe aus Holzzellstoff
active-noise-cancelling=Aktive Geräuschunterdrückung
casting-gold=Gold gießen
gold-ore-crushing=Zerkleinerung von Golderz
processing-unit-gold=Verarbeitungseinheit (Gold)
[recipe-description]
moist-stromatolite-remnant-desiccation-without-steam=Wird für das Gleichgewicht bei der Dampferzeugung verwendet.
gold-stromatolite-seed-to-peat=Dient zur Beseitigung überschüssiger goldener Stromatolithsamen.
[technology-name]
wood-science-pack=Wissenschaftspaket für Holz
burner-automation=Befeuerte-Automatisierung
planet-discovery-nauvis=Entdeckung des Planeten Nauvis
planet-discovery-lignumis=Entdeckung des Mondes Lignumis
iron-processing=Eisenverarbeitung
copper-processing=Kupferverarbeitung
lumber-mill=Sägewerk
deep-miner=Tiefenbohrer
gold-fluid-handling=Handhabung von flüssigkeiten mit Gold
steam-automation=Dampf-Automatisierung
steam-science-pack=Wissenschaftspaket für Dampf
wood-liquefaction=Holzverflüssigung
provisional-rocketry=Provisorische Raketentechnik
basic-gun-turret=Grundlegender Geschützturm
basic-construction-robotics-gold=Grundlegende Baurobotertechnik (Gold)
basic-construction-robotics-copper=Grundlegende Baurobotertechnik (Kupfer)
wood-logistics=Holzlogistik
automation=Elektrische Automatisierung
tree-seeding=Landwirtschaftliche Grundlagen
basic-repair-pack=Grundlegendes Reparaturpaket
basic-radar=Grundlegendes Radar
active-noise-cancelling=Aktive Geräuschunterdrückung
quality-assembler=Qualitäts-Montagemaschine
aai-wood-loader=Holzlader
basic-ore-crushing=Grundlegende Zerkleinerung von Erzen
astroponics-productivity=Astroponische Produktivität
[technology-description]
wood-science-pack=Ermöglicht die Erforschung von Basistechnologien auf der Grundlage von Holzprodukten.
burner-automation=Technologie für die Basisautomatisierung mit Verbrennermaschinen.
planet-discovery-nauvis=Ein gemäßigter Planet mit allen üblichen Ressourcen.
planet-discovery-lignumis=Ein Mond, der Nauvis umkreist und außer etwas Vegetation und einem Metall, das nützlich sein könnte, nicht viel zu bieten hat.
lumber-mill=Fortschrittliche Maschine zur Holzbearbeitung.
deep-miner=Ermöglicht den Zugang zu riesigen Goldvorkommen, die bisher unerreichbar waren.
steam-automation=Ermöglicht die Erforschung anspruchsvollerer Technologien auf der Grundlage von Holzprodukten und Gold.
wood-liquefaction=Die Umwandlung von Holz in eine Flüssigkeit bietet neue Möglichkeiten.
provisional-rocketry=Wir müssen irgendwie von diesem Mond wegkommen. Das ist unsere einzige Möglichkeit!
basic-gun-turret=Die einfachste automatische Verteidigung. Es ist nicht viel, aber es muss fürs Erste genügen.
basic-construction-robotics-gold=Die grundlegendste Hilfe für den persönlichen Baubedarf.
basic-construction-robotics-copper=Die grundlegendste Hilfe für den persönlichen Baubedarf.
wood-logistics=Langsamer, aber automatischer Transport von Waren.
tree-seeding=[entity=burner-agricultural-tower] ermöglicht das Einpflanzen von Samen in samenfähigen Boden. Gepflanzte Samen wachsen zu Bäumen, die geerntet werden können.\n[entity=tree-plant] kann auf Gras und Erde wachsen. [entity=gold-stromatolite] kann auf [tile=natural-gold-soil] wachsen.
active-noise-cancelling=Hilft beim Umgang mit Lärm.
quality-assembler=High-End-Montagemaschine, der nur Maschinen von höchster Qualität herstellt und dafür eine besondere Ressource verwendet, die es nur auf Lignumis gibt.
automation-science-pack=Verlassen Lignumis, um fortschrittliche Technologieforschung zu ermöglichen.
[modifier-description]
basic-gun-turret-attack-bonus=Grundlegender Geschützturm schaden: +__1__
[tile-name]
wood-floor=Holzboden
natural-gold-soil=Goldhaltige Erde
[fuel-category-name]
wood=Holzbrennstoff
quality-catalyst=Qualitätskatalysator
[mod-setting-name]
lignumis-belt-progression=Progressive Fließband rezepte aktivieren
lignumis-inserter-progression=Progressive Greifarm rezepte aktivieren
lignumis-ammo-progression=Progressive Munitionsrezepte aktivieren
lignumis-technology-progression=Progressive Technologien aktivieren
lignumis-basic-circuit-board=Grundlegender Schaltkreis aktivieren
lignumis-circuit-progression=Progressive Schaltkreis rezepte aktivieren
lignumis-assembler-progression=Progressive Montagemaschinen-Rezepte aktivieren
lignumis-lumber-mill-more-recipes=Weitere Rezepte für das Sägewerk aktivieren
lignumis-fulgora-wood=Holz zu Fulgora hinzufügen
lignumis-early-robots=Noch früher persönliche Roboter
[mod-setting-description]
lignumis-belt-progression=Für die Herstellung von Gelben Fließbändern sind Holzfließbänder erforderlich.
lignumis-inserter-progression=Für die Herstellung des gelben elektrischen Greifarms wird ein Befeuerter Greifarm benötigt.
lignumis-ammo-progression=Für die Herstellung von Schusswaffenmagazinen werden hölzerne Dartmagazine benötigt.
lignumis-technology-progression=Fügt den meisten Technologien im späten Spiel Wissenschaftspakete für Holz und Dampf hinzu. Durch die Deaktivierung dieser Funktion wird die Relevanz der Wissenschaftspakete von Lignumis im späten Spiel nichtig.
lignumis-basic-circuit-board=In den Rezepten werden grundlegende Schaltkreise anstelle von Goldkabeln und gegebenenfalls Goldplatten verwendet. Es werden sowohl Gold- als auch Kupferrezepte hinzugefügt.
lignumis-circuit-progression=Für die Herstellung elektrischer Schaltkreise werden grundlegende Schaltkreise benötigt.
lignumis-assembler-progression=Für die Herstellung von Montagemaschine 1 werden Befeuerte-Montagemaschinen benötigt.
lignumis-lumber-mill-more-recipes=Die Sägewerke können auch grundlegende Geschütztürme, befeuerte-Montagemaschinen und befeuerter Greifarme herstellen. Verbessert das Balancing der Holznutzung, wenn alle progressiven Rezepte aktiviert sind und hilft bei Marathonspielen.
lignumis-fulgora-wood=Dies fügt dem Schrottrecycling Holzzahnräder als Hauptquelle für Holz hinzu. Deaktiviert dies, wenn ihr eine andere Quelle für Holz habt oder alles von anderen Planeten importiert.
lignumis-early-robots=Persönliche Roboter werden von der Dampf- auf die Holzforschung umgestellt und sind ein klein wenig schneller.
[autoplace-control-names]
lignumis_enemy_base=Lignumis feindliche Basen
[entity-status]
no-quality-catalyst=Kein Qualitätskatalysator
[description]
accepted-catalysts=Akzeptierte Katalysatoren
quality-catalyst-energy-value=Qualitätswert
[gui]
quality-catalyst=Qualitätskatalysator
[lignumis]
start-new-game=Lignumis ist dafür gedacht, in einem neuen Spiel gespielt zu werden, da es das Early Game verlängert.
provisional-rocket-silo-button=Flüchte nach __1__
provisional-rocket-silo-button-tooltip-inventory=Dein persönliches Inventar muss leer sein!
provisional-rocket-silo-button-tooltip-target=Du weißt noch nicht, wohin du gehen kannst!
provisional-rocket-silo-description=Fülle das Raketeninventar und starte die Rakete, um nach __1__ zu fliehen.\nAchte darauf, dass du Material mitnimmst, um deine Eisen-, Kupfer- und Holzproduktion anzukurbeln.

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[mod-name]
lignumis= Lignumis
[mod-description]
lignumis=Dive into the world of Lignumis, a moon of Nauvis offering only the most basic technologies.
[space-location-name]
lignumis=Lignumis
[space-location-description]
lignumis=Lignumis is a moon orbiting Nauvis. It is quite similar to Nauvis but seems to be younger and with fewer resources.
[airborne-pollutant-name]
noise=Noise
[airborne-pollutant-name-with-amount]
noise=__1__ noise
[entity-name]
wood-lab=Wood lab
peat=Peat
burner-agricultural-tower=Burner agricultural tower
burner-assembling-machine=Burner assembling machine
burner-long-handed-inserter=Burner long handed inserter
lumber-mill=Lumber mill
gold-stromatolite=Gold stromatolite
gold-stromatolite-plant=Gold stromatolite plant
gold-stromatolite-lignumis=Gold stromatolite
gold-patch=Gold patch
deep-miner=Deep miner
gold-pipe=Gold pipe
gold-pipe-to-ground=Gold pipe to ground
gold-storage-tank=Gold storage tank
desiccation-furnace=Desiccation furnace
steam-assembling-machine=Steam assembling machine
provisional-rocket-silo=Provisional rocket silo
provisional-rocket-silo-ready=Provisional rocket silo (ready)
basic-gun-turret=Basic gun turret
basic-construction-robot-gold=Basic construction robot (gold)
basic-construction-robot-copper=Basic construction robot (copper)
wood-transport-belt=Wood transport belt
wood-underground-belt=Wood underground belt
wood-splitter=Wood splitter
basic-radar=Basic radar
active-noise-cancelling-tower=Active noise cancelling tower
quality-assembler=Quality assembler
aai-wood-loader=Wood loader
wood-lane-splitter=Wood lane splitter
lignumis-spawner-small=Lignumis egg raft
lignumis-small-wriggler-pentapod=Lignumis small wiggler pentapod
lignumis-medium-wriggler-pentapod=Lignumis medium wiggler pentapod
burner-lamp=Burner lamp
[entity-description]
lumber-mill=Advanced machine to process wood.
quality-assembler=High-end assembler to craft only the finest quality machines. It gives 25% additional quality by consuming [item=gold-quality-catalyst]. Surface conditions and ingredients are otherwise unchanged.
gold-stromatolite-plant=Harvest gold stromatolites for bacteria that enrich gold from the ground.\n__REMARK_COLOR_BEGIN__Expected yield:__REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
[equipment-name]
basic-portable-generator-equipment-gold=Basic portable generator equipment (gold)
basic-portable-generator-equipment-copper=Basic portable generator equipment (copper)
basic-personal-roboport-equipment-gold=Basic personal roboport equipment (gold)
basic-personal-roboport-equipment-copper=Basic personal roboport equipment (copper)
[item-name]
wooden-gear-wheel=Wooden gear wheel
wood-science-pack=Wood science pack
peat=Peat
gold-stromatolite-seed=Gold stromatolite seed
gold-ore=Gold ore
gold-bacteria=Gold bacteria
gold-plate=Gold plate
gold-cable=Gold cable
moist-stromatolite-remnant=Moist stromatolite remnant
steam-science-pack=Steam science pack
lumber=Lumber
basic-repair-pack=Basic repair pack
cupriavidus-necator=Cupriavidus necator
dead-cupriavidus-necator=Dead Cupriavidus necator
gold-quality-catalyst=Gold quality catalyst
wood-armor=Wood armor
wood-darts-magazine=Wood darts magazine
basic-circuit-board=Basic circuit board
crushed-gold-ore=Crushed gold ore
steam-science-pack-spoiled=Science flask with water
[item-description]
wooden-wall=Use wooden walls to protect your base from the locals and to reduce noise levels.
stone-wall=Better acoustic and physical protection than the wooden counterpart.
gold-stromatolite-seed=Plant the seed to grow gold stromatolites. They house bacteria that enrich gold from the ground.\n__REMARK_COLOR_BEGIN__Expected yield:__REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
steam-science-pack-spoiled=Spoiled steam science pack. Put it in a furnace to bring it to the right temperature.
[fluid-name]
wood-pulp=Wood pulp
molten-gold=Molten gold
[recipe-name]
moist-stromatolite-remnant-desiccation=Desiccate moist stromatolite remnant
moist-stromatolite-remnant-desiccation-without-steam=Desiccate moist stromatolite remnant
gold-stromatolite-seed-to-peat=Process gold stromatolite seed
wood-liquefaction=Wood liquefaction
provisional-rocket-part=Provisional rocket part
cupriavidus-necator-starter=Cupriavidus necator (starter culture)
plastic-from-cupriavidus-necator=Bioplastic
plastic-from-dead-cupriavidus-necator=Bioplastic
low-density-structure-gold=Low density structure
rocket-fuel-from-wood-pulp-and-peat=Bio-rocket-fuel
nutrients-from-wood-pulp=Nutrients from wood pulp
active-noise-cancelling=Active noise cancelling
casting-gold=Casting gold
gold-ore-crushing=Gold ore crushing
processing-unit-gold=Processing unit (gold)
burner-lamp-burning=Generating light
refresh-steam-science-pack=Refresh steam science pack
[recipe-description]
moist-stromatolite-remnant-desiccation-without-steam=Used for balancing the production of steam.
gold-stromatolite-seed-to-peat=Used for voiding excess gold stromatolite seeds.
refresh-steam-science-pack=Heats a science flask with water to the right temperature to be used as steam science pack.
[technology-name]
wood-science-pack=Wood science pack
burner-automation=Burner automation
planet-discovery-nauvis=Planet discovery Nauvis
planet-discovery-lignumis=Moon discovery Lignumis
iron-processing=Iron processing
copper-processing=Copper processing
lumber-mill=Lumber mill
deep-miner=Deep miner
gold-fluid-handling=Gold fluid handling
steam-automation=Steam automation
steam-science-pack=Steam science pack
wood-liquefaction=Wood liquefaction
provisional-rocketry=Provisional rocketry
basic-gun-turret=Basic gun turret
basic-construction-robotics-gold=Basic construction robotics (gold)
basic-construction-robotics-copper=Basic construction robotics (copper)
wood-logistics=Wood logistics
automation=Electric automation
tree-seeding=Basic agriculture
basic-repair-pack=Basic repair pack
basic-radar=Basic radar
active-noise-cancelling=Active noise cancelling
quality-assembler=Quality assembler
aai-wood-loader=Wood loader
basic-ore-crushing=Basic ore crushing
astroponics-productivity=Astroponics productivity
experienced-quality-assembling=Experienced quality assembling
[technology-description]
wood-science-pack=Allows research of basic technologies based on wood products.
burner-automation=Technology for basic automation using burner machines.
planet-discovery-nauvis=A temperate planet offering all the common resources.
planet-discovery-lignumis=A moon orbiting Nauvis that has not much to offer besides some vegetation and a metal that might be useful.
lumber-mill=Advanced machine to process wood.
deep-miner=Gives access to huge gold deposits that were previously unreachable.
steam-automation=Allows research of more sophisticated technologies based on wood products and gold.
wood-liquefaction=Converting wood into a liquid offers new possibilities.
provisional-rocketry=We need to get off of this moon somehow. This is our only chance!
basic-gun-turret=The most basic automatic defense. It's not much, but it has to suffice for now.
basic-construction-robotics-gold=The most basic assistance for personal construction needs.
basic-construction-robotics-copper=The most basic assistance for personal construction needs.
wood-logistics=Slow but automatic transportation of goods.
tree-seeding=[entity=burner-agricultural-tower] allows planting seeds into seedable soil. Planted seeds grow into trees that can be harvested.\n[entity=tree-plant] can grow on grass and dirt. [entity=gold-stromatolite] can grow on [tile=natural-gold-soil].
active-noise-cancelling=Helps handling noise.
quality-assembler=High-end assembler to craft only the finest quality machines using a special resource only found on Lignumis.
automation-science-pack=Leave Lignumis to enable advanced technology research.
[modifier-description]
basic-gun-turret-attack-bonus=Basic gun turret damage: +__1__
[tile-name]
wood-floor=Wood floor
natural-gold-soil=Gold-infused soil
[fuel-category-name]
wood=Wood fuel
quality-catalyst=Quality catalyst
[mod-setting-name]
lignumis-restrict-sciences=Restrict Lignumis science recipes to Lignumis
lignumis-belt-progression=[color=orange][font=heading-2]Overhaul[/font][/color] Enable telescopic belt recipes
lignumis-inserter-progression=[color=orange][font=heading-2]Overhaul[/font][/color] Enable telescopic inserter recipes
lignumis-ammo-progression=[color=orange][font=heading-2]Overhaul[/font][/color] Enable telescopic ammo recipes
lignumis-technology-progression=[color=orange][font=heading-2]Overhaul[/font][/color] Enable progressive technologies
lignumis-basic-circuit-board=Enable basic circuit board
lignumis-circuit-progression=[color=orange][font=heading-2]Overhaul[/font][/color] Enable telescopic circuit recipes
lignumis-assembler-progression=[color=orange][font=heading-2]Overhaul[/font][/color] Enable telescopic assembler recipes
lignumis-lumber-mill-more-recipes=[color=green][font=heading-2]Easy[/font][/color] Enable more recipes for the lumber mill
lignumis-fulgora-wood=[color=orange][font=heading-2]Overhaul[/font][/color] Add wood to Fulgora
lignumis-early-robots=[color=green][font=heading-2]Easy[/font][/color] Even earlier personal robots
lignumis-vanilla-lab=[color=orange][font=heading-2]Overhaul[/font][/color] Keep vanilla lab recipe
lignumis-double-rocket=[color=green][font=heading-2]Easy[/font][/color] Double provisional rocket cargo capacity
lignumis-sciences-spoil=[color=red][font=heading-2]Hard[/font][/color] Lignumis science packs spoil
lignumis-infinite-astroponics-productivity-research=[color=green][font=heading-2]Easy[/font][/color] Infinite productivity research for Astroponics
[mod-setting-description]
lignumis-belt-progression=Yellow belts will require wood belts to craft.
lignumis-inserter-progression=Yellow electric inserter will require burner inserter to craft.
lignumis-ammo-progression=Firearm magazines will require wooden darts magazines to craft.
lignumis-technology-progression=Adds wood and steam science packs to most late game technologies. Disabling this removes the relevance of Lignumis' science packs in the late game.
lignumis-basic-circuit-board=Recipes use basic circuit boards instead of gold cables and gold plates where appropriate. Both gold and copper recipes will be added.
lignumis-circuit-progression=Electric circuits will require basic circuit boards to craft.
lignumis-assembler-progression=Assembling machine 1 will require burner assembling machines to craft.
lignumis-lumber-mill-more-recipes=The lumber mill can also craft basic turrets, burner assemblers and burner inserters. Improves balancing wood usage when all telescopic recipes are enabled and helps with marathon games.
lignumis-fulgora-wood=This adds wooden gear wheels to scrap recycling as the main source of wood. Disable this is you have a different source of wood or import everything from other planets.
lignumis-early-robots=Personal robots are moved from steam to wood science and are a tiny bit faster.
lignumis-vanilla-lab=Moves the transport belt recipe to Iron processing so the lab can be crafted with the original recipe without requiring to research logistics.
lignumis-double-rocket=The provisional rocket can carry 80 instead of 40 slots.
lignumis-sciences-spoil=Both wood science packs and steam science packs spoil for additional difficulty.
lignumis-infinite-astroponics-productivity-research=Productivity research for Astroponics is infinite instead of being capped to level 5 (which results in 50% productivity).
[autoplace-control-names]
lignumis_enemy_base=Lignumis enemy bases
[entity-status]
no-quality-catalyst=No quality catalyst
[description]
accepted-catalysts=Accepted catalysts
quality-catalyst-energy-value=Quality value
[gui]
quality-catalyst=Quality catalyst
[lignumis]
start-new-game=Lignumis is meant to be played in a fresh game as it extends the early game.
provisional-rocket-silo-button=Escape to __1__
provisional-rocket-silo-button-tooltip-inventory=Your personal inventory must be empty!
provisional-rocket-silo-button-tooltip-target=You don't know yet where to go!
provisional-rocket-silo-description=Fill the rocket inventory and launch the rocket to escape to __1__.\nBe sure to take material to jumpstart your iron, copper and wood production.

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[mod-name]
lignumis= Lignumis
[mod-description]
lignumis=Sumérgete en el mundo de Lignumis, una luna de Nauvis que ofrece solo las tecnologías más básicas.
[space-location-name]
lignumis=Lignumis
[space-location-description]
lignumis=Lignumis es una luna orbitando Nauvis. Es bastante similar a Nauvis, pero parece ser más joven y con menos recursos.
[airborne-pollutant-name]
noise=Ruido
[airborne-pollutant-name-with-amount]
noise=__1__ ruido
[entity-name]
wood-lab=Laboratorio de madera
peat=Turba
burner-agricultural-tower=Torre agrícola a combustión
burner-assembling-machine=Máquina de ensamblaje a combustión
burner-long-handed-inserter=Insertador largo a combustión
lumber-mill=Aserradero
gold-stromatolite=Estromatolita de oro
gold-stromatolite-plant=Planta de estromatolita de oro
gold-stromatolite-lignumis=Estromatolita de oro
gold-patch=Parche de oro
deep-miner=Perforadora profunda
gold-pipe=Tubería de oro
gold-pipe-to-ground=Tubería de oro subterránea
gold-storage-tank=Cisterna de oro
desiccation-furnace=Horno de desecación
steam-assembling-machine=Máquina de ensamblaje a vapor
provisional-rocket-silo=Silo de cohetes provisional
provisional-rocket-silo-ready=Silo de cohetes provisional (listo)
basic-gun-turret=Torreta ametralladora básica
basic-construction-robot-gold=Robot de construcción básico (oro)
basic-construction-robot-copper=Robot de construcción básico (cobre)
wood-transport-belt=Cinta transportadora de madera
wood-underground-belt=Cinta transportadora subterránea de madera
wood-splitter=Divisor de madera
basic-radar=Radar básico
active-noise-cancelling-tower=Torre de cancelación activa de ruido
quality-assembler=Máquina de ensamblaje de calidad
aai-wood-loader=Cargador de madera
wood-lane-splitter=Divisor de carril de madera
lignumis-spawner-small=Balsa de huevos Lignumis
lignumis-small-wriggler-pentapod=Pentápodo reptante pequeño de Lignumis
lignumis-medium-wriggler-pentapod=Pentápodo reptante mediano de Lignumis
[entity-description]
lumber-mill=Máquina avanzada para procesar madera.
quality-assembler=Ensamblador de alta gama para fabricar solo máquinas de la mejor calidad. Da un 25% de calidad adicional al consumir [item=gold-quality-catalyst]. Por lo demás, las condiciones de la superficie y los ingredientes no cambian.
gold-stromatolite-plant=Recolecte estromatolitos de oro en busca de bacterias que enriquezcan el oro del suelo.\n__REMARK_COLOR_BEGIN__Rendimiento esperado:__REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
[equipment-name]
basic-portable-generator-equipment-gold=Equipo generador portátil básico (oro)
basic-portable-generator-equipment-copper=Equipo generador portátil básico (cobre)
basic-personal-roboport-equipment-gold=Equipo roboport personal básico (oro)
basic-personal-roboport-equipment-copper=Equipo roboport personal básico (cobre)
[item-name]
wooden-gear-wheel=Engranaje de madera
wood-science-pack=Paquete de ciencia de madera
peat=Turba
gold-stromatolite-seed=Semilla de estromatolita de oro
gold-ore=Mena de oro
gold-bacteria=Bacterias del oro
gold-plate=Placa de oro
gold-cable=Cable de oro
moist-stromatolite-remnant=Remanente de estromatolita húmedo
steam-science-pack=Paquete de ciencia de vapor
destination-nauvis=Viajes a Nauvis
lumber=Madera aserrada
basic-repair-pack=Pack de reparación básico
cupriavidus-necator=Bacterias Cupriavidus necator
dead-cupriavidus-necator=Bacterias Cupriavidus necator muertas
gold-quality-catalyst=Catalizador de calidad de oro
wood-armor=Armadura de madera
wood-darts-magazine=Dardos de madera
basic-circuit-board=Placa de circuito básica
crushed-gold-ore=Mineral de oro triturado
[item-description]
wooden-wall=Use Paredes de madera para proteger su base de los lugareños y reducir los niveles de ruido.
stone-wall=Mejor protección acústica y física que la contraparte de madera.
gold-stromatolite-seed=Planta la semilla para cultivar estromatolitos de oro. Albergan bacterias que enriquecen el oro del suelo.\n__REMARK_COLOR_BEGIN__Rendimiento esperado: __REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
[fluid-name]
wood-pulp=Pulpa de madera
molten-gold=Oro fundido
[recipe-name]
moist-stromatolite-remnant-desiccation=Desecar remanente de estromatolita húmeda
moist-stromatolite-remnant-desiccation-without-steam=Desecar remanente de estromatolita húmeda
gold-stromatolite-seed-to-peat=Procesar semilla de estromatolita de oro
wood-liquefaction=Licuefacción de la madera
provisional-rocket-part=Pieza de cohete provisional
cupriavidus-necator-starter=Bacterias cupriavidus necator (cultivo iniciador)
plastic-from-cupriavidus-necator=Bioplástico
plastic-from-dead-cupriavidus-necator=Bioplástico
low-density-structure-gold=Estructura de baja densidad
rocket-fuel-from-wood-pulp-and-peat=Biocombustible para cohetes
nutrients-from-wood-pulp=Nutrientes de la pulpa de madera
active-noise-cancelling=Cancelación activa de ruido
casting-gold=Fundición de oro
gold-ore-crushing=Trituración de mineral de oro
processing-unit-gold=Unidad de procesamiento (oro)
[recipe-description]
moist-stromatolite-remnant-desiccation-without-steam=Se utiliza para equilibrar la producción de vapor.
gold-stromatolite-seed-to-peat=Se usa para eliminar el exceso de semillas de estromatolito de oro.
[technology-name]
wood-science-pack=Paquete de ciencia de madera
burner-automation=Automatización a combustión
planet-discovery-nauvis=Descubrir el planeta Nauvis
planet-discovery-lignumis=Descubrir la luna Lignumis
iron-processing=Procesamiento de hierro
copper-processing=Procesamiento de cobre
lumber-mill=Aserradero
deep-miner=Perforadora profunda
gold-fluid-handling=Manejo de fluidos con oro
steam-automation=Automatización a vapor
steam-science-pack=Paquete de ciencia de vapor
wood-liquefaction=Licuefacción de madera
provisional-rocketry=Cohetería provisional
basic-gun-turret=Torreta ametralladora básica
basic-construction-robotics-gold=Robótica de construcción básica (oro)
basic-construction-robotics-copper=Robótica de construcción básica (cobre)
wood-logistics=Logística con madera
automation=Automatización eléctrica
tree-seeding=Agricultura básica
basic-repair-pack=Pack de reparación básico
basic-radar=Radar básico
active-noise-cancelling=Cancelación activa de ruido
quality-assembler=Máquina de ensamblaje de calidad
aai-wood-loader=Cargador de madera
basic-ore-crushing=Trituración de minerales básica
astroponics-productivity=Productividad astropónica
[technology-description]
wood-science-pack=Permite la investigación de tecnologías básicas basadas en productos de madera.
burner-automation=Tecnología para la automatización básica mediante combustión.
planet-discovery-nauvis=Un planeta templado que ofrece todos los recursos comunes.
planet-discovery-lignumis=Una luna orbitando Nauvis que no tiene mucho que ofrecer además de algo de vegetación y un metal que podría ser útil.
lumber-mill=Máquina avanzada para procesar madera.
deep-miner=Da acceso a enormes depósitos de oro que antes eran inalcanzables.
steam-automation=Permite la investigación de tecnologías más sofisticadas basadas en productos de madera y oro.
wood-liquefaction=Convertir la madera en líquido ofrece nuevas posibilidades.
provisional-rocketry=Tenemos que salir de esta luna de alguna manera. ¡Esta es nuestra única oportunidad!
basic-gun-turret=La defensa automática más básica. No es mucho, pero tiene que ser suficiente por ahora.
basic-construction-robotics-gold=La asistencia más básica para necesidades personales de construcción.
basic-construction-robotics-copper=La asistencia más básica para necesidades personales de construcción.
wood-logistics=Transporte lento pero automático de bienes.
tree-seeding=[entity=burner-agricultural-tower] permite plantar semillas en suelo sembrable. Las semillas plantadas se convierten en árboles que se pueden cosechar.\n[entity=tree-plant] puede crecer en pasto y tierra. [entity=gold-stromatolite] puede crecer en [tile=natural-gold-soil].
active-noise-cancelling=Ayuda a manejar el ruido.
quality-assembler=Ensamblador de alta gama para fabricar solo máquinas de la mejor calidad utilizando un recurso especial que solo se encuentra en Lignumis.
automation-science-pack=Deja Lignumis para permitir la investigación de tecnología avanzada.
[modifier-description]
basic-gun-turret-attack-bonus=Daño de la torreta ametralladora básica: +__1__
[tile-name]
wood-floor=Piso de madera
natural-gold-soil=Suelo infundido con oro
[fuel-category-name]
wood=Combustible de madera
quality-catalyst=Catalizador de calidad
[mod-setting-name]
lignumis-belt-progression=Habilitar recetas de banda progresivas
lignumis-inserter-progression=Habilitar recetas de insertador progresivas
lignumis-ammo-progression=Habilitar recetas de munición progresivas
lignumis-technology-progression=Habilite tecnologías progresivas
lignumis-basic-circuit-board=Habilite la placa de circuito básica
lignumis-circuit-progression=Habilitar recetas de circuitos progresivos
lignumis-assembler-progression=Habilitar recetas de ensamblador progresivo
lignumis-lumber-mill-more-recipes=Habilite más recetas para el aserradero
lignumis-fulgora-wood=Añadir madera a Fulgora
lignumis-early-robots=Adelantar aun más los Robots personales
[mod-setting-description]
lignumis-belt-progression=Los cinturones amarillos requerirán cinturones de madera para fabricarlos.
lignumis-inserter-progression=El insertador eléctrico amarillo requerirá un insertador de combustión para elaborar.
lignumis-ammo-progression=Los cargadores de munición requerirán dardos de madera para fabricarlos.
lignumis-technology-progression=Agrega paquetes de ciencia de madera y vapor a la mayoría de las tecnologías de juegos tardíos. Deshabilitar esto elimina la relevancia de los paquetes de ciencia de Lignumis en el juego tardío.
lignumis-basic-circuit-board=Las recetas usan placas de circuito básicas en lugar de cables dorados y placas doradas cuando corresponde. Se agregarán recetas de oro y cobre.
lignumis-circuit-progression=Los circuitos eléctricos requerirán placas de circuito básicos para fabricarlos.
lignumis-assembler-progression=La máquina de ensamblaje 1 requerirá máquinas de ensamblaje de combustión para fabricarla.
lignumis-lumber-mill-more-recipes=El aserradero también puede fabricar torretas básicas, ensambladores de combustión e insertadores de combustión. Mejora el equilibrio del uso de la madera cuando todas las recetas progresivas están habilitadas y ayuda con los juegos maratónicos.
lignumis-fulgora-wood=Esto agrega engranajes de madera al reciclaje de chatarra como fuente principal de madera. Deshabilite esto si tiene una fuente diferente de madera o importa todo de otros planetas.
lignumis-early-robots=Los robots personales se mueven de la ciencia de vapor a la ciencia de madera y son un poquito más rápidos.
[autoplace-control-names]
lignumis_enemy_base=Bases enemigas en Lignumis
[entity-status]
no-quality-catalyst=Sin catalizador de calidad
[description]
accepted-catalysts=Catalizadores aceptados
quality-catalyst-energy-value=Valor de calidad
[gui]
quality-catalyst=Catalizador de calidad
[lignumis]
start-new-game=Lignumis está pensado para jugarse en un juego nuevo, ya que extiende el inicio del juego.
provisional-rocket-silo-button=Escapar a __1__
provisional-rocket-silo-button-tooltip-inventory=¡Tu inventario personal debe estar vacío!
provisional-rocket-silo-button-tooltip-target=¡Aún no sabes a dónde ir!
provisional-rocket-silo-description=Llena el inventario del cohete y lanza el cohete para escapar a __1__.\nAsegúrese de llevar material para impulsar su producción de hierro, cobre y madera.

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[mod-name]
lignumis= Lignumis
[mod-description]
lignumis=Dive into the world of Lignumis, a moon of Nauvis offering only the most basic technologies.
[space-location-name]
lignumis=Lignumis
[space-location-description]
lignumis=Lignumis to księżyc orbitujący wokół Nauvis. Jest dość podobny do Nauvis, ale wydaje się być młodszy i ma mniej zasobów.
[airborne-pollutant-name]
noise=Hałas
[airborne-pollutant-name-with-amount]
noise=__1__ Hałas
[entity-name]
wood-lab=Drewniana stacja badawcza
peat=Torf
burner-agricultural-tower=Spalinowa wieża rolnicza
burner-assembling-machine=Spalinowy automat montażowy
burner-long-handed-inserter=Spalinowy daleko ramienny podajnik
lumber-mill=Tartak
gold-stromatolite=Gold stromatolite
gold-stromatolite-plant=Gold stromatolite plant
gold-stromatolite-lignumis=Gold stromatolite
gold-patch=Złoże złota
deep-miner=Wiertnica głębinowa
gold-pipe=Złota rura
gold-pipe-to-ground=podziemna złota rura
gold-storage-tank=złoty zbiornik
desiccation-furnace=Piec osuszający
steam-assembling-machine=Parowy automat montażowy
provisional-rocket-silo=Prowizoryczny silos rakietowy
provisional-rocket-silo-ready=Prowizoryczny silos rakietowy (Gotowy)
basic-gun-turret=Podstawowa wieżyczka obronna
basic-construction-robot-gold=Podstawowy robot konstrukcyjny (złoty)
basic-construction-robot-copper=Podstawowy robot konstrukcyjny (miedziany)
wood-transport-belt=drewniany taśmociąg
wood-underground-belt=drewniany taśmociąg podziemny
wood-splitter=drewniany roździlacz
basic-radar=Podstawowy radar
active-noise-cancelling-tower=Wieża z aktywnym tłumieniem hałasu
quality-assembler=Zaawansowany automat montażowy
[entity-description]
lumber-mill=Zaawansowana maszyna do obróbki drewna.
quality-assembler=Automat montażowy wysokiej klasy do wytwarzania tylko najlepszej jakości maszyn. Nadaje jedną darmową kategorię jakości dla wykonanego przedmiotu, zużywając [item=katalizator złotej jakości.]. Surface conditions and ingredients are otherwise unchanged.
[equipment-name]
basic-portable-generator-equipment-gold=Podstawowy przenośny generator energii (złoty)
basic-portable-generator-equipment-copper=Podstawowy przenośny generator energii (miedziany)
basic-personal-roboport-equipment-gold=Podstawowy osobisty roboport (złoty)
basic-personal-roboport-equipment-copper=Podstawowy osobisty roboport (miedziany)
[item-name]
wooden-gear-wheel=Drewniana zębatka
wood-science-pack=Drewniany Pakiet Naukowy
peat=Torf
gold-stromatolite-seed=Złote nasiono stromatolitu.
gold-ore=Ruda złota.
gold-bacteria=Bakteria złota
gold-plate=Złota płytka
gold-cable=Złoty kabel
moist-stromatolite-remnant=Wilgotny fragment stromatolitu
steam-science-pack=parowy pakiet naukowy
lumber=drewno
basic-repair-pack=podstawowy zestaw naprawczy
cupriavidus-necator=Cupriavidus necator
dead-cupriavidus-necator=Dead Cupriavidus necator
gold-quality-catalyst=katalizator złotej jakości.
wood-armor=drewniany pancerz
wood-darts-magazine=drewniane rzutki (amunicja)
[item-description]
wooden-wall=Użyj drewnianych ścian, aby chronić swoją bazę przed miejscowymi i zredukować poziom hałasu.
stone-wall=Lepsza ochrona akustyczna i fizyczna niż drewniana alternatywa..
[fluid-name]
wood-pulp=Miazga drzewna
molten-gold=Płynne złoto
[recipe-name]
moist-stromatolite-remnant-desiccation=Osusz resztki mokrego stromatolitu
moist-stromatolite-remnant-desiccation-without-steam=Osusz resztki mokrego stromatolitu
gold-stromatolite-seed-to-peat=rzetwórz nasiona złotego stromatolitu
wood-liquefaction=upłynnianie drewna
provisional-rocket-part=Część tymczasowa rakiety
cupriavidus-necator-starter=Cupriavidus necator (starter culture)
plastic-from-cupriavidus-necator=Bioplastic
plastic-from-dead-cupriavidus-necator=Bioplastic
low-density-structure-gold=Lekka struktura złota
rocket-fuel-from-wood-pulp-and-peat=Bio-rocket-fuel
nutrients-from-wood-pulp=Składniki odżywcze z miazgi drzewnej
active-noise-cancelling=Aktywna redukcja hałasu
[recipe-description]
moist-stromatolite-remnant-desiccation-without-steam=Służy do równoważenia produkcji pary.
gold-stromatolite-seed-to-peat=Służy do usuwania nadmiaru nasion złotego stromatolitu.
[technology-name]
wood-science-pack=drewniany pakiet naukowy
burner-automation=Spalinowy automat montażowy
planet-discovery-nauvis=Odkryto Planete Nauvis.
planet-discovery-lignumis=Odkryto Księzyc Lignumis.
iron-processing=Przetwarzanie żelaza
copper-processing=przetwarzanie miedzi
lumber-mill=Tartak
deep-miner=Wiertnica Głębinowa
gold-fluid-handling=obsługa płynów 2 (złota)
steam-automation=automat montażowy na pare wodną
steam-science-pack=parowy pakiet naukowy
wood-liquefaction=Upłynnianie drewna
provisional-rocketry=Prowizoryczny silos rakietowy
basic-gun-turret=podstawowa wieżyczka obronna
basic-construction-robotics-gold=podstawowy robot konstrukcyjny (złoty)
basic-construction-robotics-copper=podstawowy robot konstrukcyjny (miedziany)
wood-logistics=Logistyka drewna"
automation=automat montażowy na prąd
tree-seeding=podstawowa wieża rolnicza
basic-repair-pack=podstawowy zestaw naprawczy
basic-radar=podstawowy radar
active-noise-cancelling=Aktywna redukcja hałasu
quality-assembler=Zaawansowany automat montażowy
[technology-description]
wood-science-pack=Pozwala na badanie podstawowych technologii opartych na produktach drewnianych.
burner-automation=Technologia podstawowej automatyzacji przy użyciu maszyn na paliwo stałe.
planet-discovery-nauvis=Umiarkowana planeta oferująca wszystkie powszechne zasoby.
planet-discovery-lignumis=Księżyc orbitujący wokół Nauvis, który nie ma wiele do zaoferowania oprócz roślinności i metalu, który może być przydatny.
lumber-mill=Zaawansowana maszyna do przetwarzania drewna.
deep-miner=Otwiera dostęp do ogromnych złóż złota, które wcześniej były nieosiągalne.
steam-automation=Pozwala na badanie bardziej zaawansowanych technologii opartych na produktach drewnianych i złocie.
wood-liquefaction=Upłynnianie drewna otwiera nowe możliwości.
provisional-rocketry=Musimy jakoś opuścić ten księżyc. To nasza jedyna szansa!
basic-gun-turret=Najprostsza automatyczna obrona. To niewiele, ale na razie musi wystarczyć.
basic-construction-robotics-gold=Podstawowa pomoc przy osobistych potrzebach budowlanych.
basic-construction-robotics-copper=Podstawowa pomoc przy osobistych potrzebach budowlanych.
wood-logistics=Powolny, ale automatyczny transport towarów.
tree-seeding=[entity=burner-agricultural-tower] umożliwia sadzenie nasion w glebie, która może być obsiewana. Posadzone nasiona rosną w drzewa, które mogą być zbierane.\n[entity=tree-plant] rośnie na trawie i ziemi. [entity=gold-stromatolite] może rosnąć na [tile=natural-gold-soil].
active-noise-cancelling=Pomaga w radzeniu sobie z hałasem.
quality-assembler=Zaawansowany automat montażowy do wytwarzania tylko najwyższej jakości maszyn, używając specjalnego surowca, który można znaleźć tylko na Lignumis.
automation-science-pack=Opuszczenie Lignumis umożliwia badania zaawansowanych technologii..
[modifier-description]
basic-gun-turret-attack-bonus=obrażenia bazowe podstawowej wieżyczki obronnej: +__1__
[tile-name]
wood-floor=drewniane pientro
natural-gold-soil=Gleba wzbogacona złotem
[fuel-category-name]
wood=Paliwo drzewne
quality-catalyst=katalizator jakości
[mod-setting-name]
lignumis-belt-progression=Włącz postęp w przepisach na taśmociągi
lignumis-inserter-progression=Włącz postęp w przepisach na wkładacze
lignumis-ammo-progression=Włącz postęp w przepisach na amunicję
lignumis-technology-progression=Włącz postęp w technologiach
[mod-setting-description]
lignumis-belt-progression=Żółte taśmy transportowe będą wymagały drewnianych taśmociągów do wytworzenia.
lignumis-inserter-progression=Żółty elektryczny podajnik będzie wymagał podajnika na paliwo stałe do wytworzenia.
lignumis-ammo-progression=Magazynki do broni palnej będą wymagały magazynków na drewniane rzutki (amunicja) do wytworzenia.
lignumis-technology-progression= Dodaje drewniane i parowe pakiety naukowe do większości technologii z późnej gry. Wyłączenie tego usuwa znaczenie pakietów naukowych Lignumis w późnej grze.
[entity-status]
no-quality-catalyst=katalizator bez jakości
[description]
accepted-catalysts=Akceptowane katalizatory
quality-catalyst-energy-value=Wartość jakości
[gui]
quality-catalyst=katalizator jakości
[lignumis]
start-new-game=Lignumis jest przeznaczone do gry w nowej rozgrywce, ponieważ rozszerza początkową fazę gry przed Nauvis.
provisional-rocket-silo-button=Ucieczka do Nauvis
provisional-rocket-silo-button-tooltip-inventory=Twoje osobiste inwentarze muszą być puste!
provisional-rocket-silo-button-tooltip-nauvis=Jeszcze nie wiesz, dokąd iść!
provisional-rocket-silo-description=Wypełnij inwentarz rakiety i wystrzel rakietę, aby uciec do Nauvis.\nUpewnij się, że zabierasz materiały do uruchomienia produkcji żelaza, miedzi i drewna.

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@ -0,0 +1,213 @@
[mod-name]
lignumis=○ Лигнумис
[mod-description]
lignumis=Погрузитесь в мир Лигнумиса — луны Наувиса, предлагающей лишь самые базовые технологии.
[space-location-name]
lignumis=Лигнумис
[space-location-description]
lignumis=Лигнумис — это луна, вращающаяся вокруг Наувиса. Она во многом похожа на Наувис, но кажется моложе и беднее ресурсами.
[airborne-pollutant-name]
noise=Шум
[airborne-pollutant-name-with-amount]
noise=__1__ шума
[entity-name]
wood-lab=Деревянная лаборатория
peat=Торф
burner-agricultural-tower=Твердотопливная сельскохозяйственная башня
burner-assembling-machine=Твердотопливный сборочный автомат
burner-long-handed-inserter=Твердотопливный длинный манипулятор
lumber-mill=Лесопильня
gold-stromatolite=Золотой строматолит
gold-stromatolite-plant=Золотой строматолит (растение)
gold-stromatolite-lignumis=Золотой строматолит
gold-patch=Золотое месторождение
deep-miner=Глубинный бур
gold-pipe=Золотая труба
gold-pipe-to-ground=Золотая подземная труба
gold-storage-tank=Золотой резервуар
desiccation-furnace=Печь для высушивания
steam-assembling-machine=Паровой сборочный автомат
provisional-rocket-silo=Импровизированная ракетная шахта
provisional-rocket-silo-ready=Импровизированная ракетная шахта (готово)
basic-gun-turret=Базовая пулемётная турель
basic-construction-robot-gold=Базовый строительный дрон (золот)
basic-construction-robot-copper=Базовый строительный дрон (медь)
wood-transport-belt=Деревянный конвейер
wood-underground-belt=Деревянный подземный конвейер
wood-splitter=Деревянный разделитель
basic-radar=Базовый радар
active-noise-cancelling-tower=Башня активного шумоподавления
quality-assembler=Качественный сборочный автомат
aai-wood-loader=Деревянный погрузчик
wood-lane-splitter=Деревянный распределитель лент
lignumis-spawner-small=Яичная кладка Лигнумиса
lignumis-small-wriggler-pentapod=Малый пятиног-ползун Лигнумиса
lignumis-medium-wriggler-pentapod=Средний пятиног-ползун Лигнумиса
[entity-description]
lumber-mill=Продвинутая машина для обработки древесины.
quality-assembler=Высококачественный сборочный автомат, создающий только лучшие механизмы. Добавляет 25% дополнительного качества предмету, потребляя [item=gold-quality-catalyst]. Условия поверхности и ингредиенты остаются неизменными.
gold-stromatolite-plant=Собирайте золотой строматолит для получения бактерий, обогащающих золото из почвы.\n__REMARK_COLOR_BEGIN__Ожидаемая добыча:__REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
[equipment-name]
basic-portable-generator-equipment-gold=Базовый портативный генератор (золото)
basic-portable-generator-equipment-copper=Базовый портативный генератор (медь)
basic-personal-roboport-equipment-gold=Базовая персональная дронстанция (золото)
basic-personal-roboport-equipment-copper=Базовая персональная дронстанция (медь)
[item-name]
wooden-gear-wheel=Деревянная шестерня
wood-science-pack=Деревянный исследовательский пакет
peat=Торф
gold-stromatolite-seed=Семя золотого строматолита
gold-ore=Золотая руда
gold-bacteria=Золотобактерия
gold-plate=Золотая плита
gold-cable=Золотой кабель
moist-stromatolite-remnant=Влажный остаток строматолита
steam-science-pack=Паровой исследовательский пакет
lumber=Пиломатериалы
basic-repair-pack=Базовый ремонтный комплект
cupriavidus-necator=Cupriavidus necator
dead-cupriavidus-necator=Мёртвая cupriavidus necator
gold-quality-catalyst=Золотой катализатор качества
wood-armor=Деревянная броня
wood-darts-magazine=Магазин с деревянными дротиками
basic-circuit-board=Базовая схема
crushed-gold-ore=Дроблёная золотая руда
[item-description]
wooden-wall=Используйте деревянные стены для защиты базы и снижения уровня шума.
stone-wall=Обеспечивает лучшую акустическую и физическую защиту, чем деревянный аналог.
gold-stromatolite-seed=Посадите семя для выращивания золотого строматолита. Он содержит бактерии, обогащающие золото из почвы.\n__REMARK_COLOR_BEGIN__Ожидаемая добыча:__REMARK_COLOR_END__ 1.5 [item=gold-ore]/m
[fluid-name]
wood-pulp=Древесная масса
molten-gold=Расплавленное золото
[recipe-name]
moist-stromatolite-remnant-desiccation=Высушивание влажного строматолита
moist-stromatolite-remnant-desiccation-without-steam=Высушивание влажного строматолита
gold-stromatolite-seed-to-peat=Обработка семян золотого строматолита
wood-liquefaction=Сжижение древесины
provisional-rocket-part=Импровизированная деталь ракеты
cupriavidus-necator-starter=Cupriavidus necator (стартовая культура)
plastic-from-cupriavidus-necator=Биопластик
plastic-from-dead-cupriavidus-necator=Биопластик
low-density-structure-gold=Конструкция малой плотности
rocket-fuel-from-wood-pulp-and-peat=Био-ракетное топливо
nutrients-from-wood-pulp=Питательные вещества из древесной массы
active-noise-cancelling=Активное шумоподавление
casting-gold=Литьё золота
gold-ore-crushing=Дробление золотой руды
[recipe-description]
moist-stromatolite-remnant-desiccation-without-steam=Используется для балансировки производства пара.
gold-stromatolite-seed-to-peat=Используется для удаления излишков семян золотого строматолита.
[technology-name]
wood-science-pack=Деревянный исследовательский пакет
burner-automation=Твердотопливная автоматизация
planet-discovery-nauvis=Открытие планеты Наувис
planet-discovery-lignumis=Открытие луны Лигнумис
iron-processing=Обработка железа
copper-processing=Обработка меди
lumber-mill=Лесопильня
deep-miner=Глубинный бур
gold-fluid-handling=Золотая транспортировка и хранение жидкостей
steam-automation=Паровая автоматизация
steam-science-pack=Паровой исследовательский пакет
wood-liquefaction=Сжижение древесины
provisional-rocketry=Импровизированное ракетостроение
basic-gun-turret=Базовая пулемётная турель
basic-construction-robotics-gold=Базовый строительная робототехника (золото)
basic-construction-robotics-copper=Базовый строительная робототехника (медь)
wood-logistics=Деревянная логистика
automation=Электрическая автоматизация
tree-seeding=Базовое сельское хозяйство
basic-repair-pack=Базовый ремонтный комплект
basic-radar=Базовый радар
active-noise-cancelling=Активное шумоподавление
quality-assembler=Качественный сборочный автомат
aai-wood-loader=Деревянный погрузчик
basic-ore-crushing=Базовое дробление руды
[technology-description]
wood-science-pack=Позволяет исследовать базовые технологии на основе древесины.
burner-automation=Технология для базовой автоматизации с использованием твердотопливных машин.
planet-discovery-nauvis=Планета с умеренным климатом, предлагающая все необходимые ресурсы.
planet-discovery-lignumis=Луна на орбите Наувиса, которая мало что может предложить, кроме растительности и металла, который может быть полезен.
lumber-mill=Передовой станок для обработки древесины.
deep-miner=Открывает доступ к огромным месторождениям золота, которые ранее были недоступны.
steam-automation=Позволяет исследовать более сложные технологии на основе древесины и золота.
wood-liquefaction=Превращение дерева в жидкость открывает новые возможности.
provisional-rocketry=Нам нужно как-то убраться с этой луны. Это наш единственный шанс!
basic-gun-turret=Самая простая автоматическая защита. Это немного, но пока этого должно хватить.
basic-construction-robotics-gold=Самая базовая помощь в личных строительных нуждах.
basic-construction-robotics-copper=Самая базовая помощь в личных строительных нуждах.
wood-logistics=Медленная, но всё же автоматическая транспортировка предметов.
tree-seeding=[entity=burner-agricultural-tower] позволяет высаживать семена в пригодную для посева почву. Посаженные семена вырастают в деревья, которые можно собирать.\n[entity=tree-plant] может расти на траве и земле. [entity=gold-stromatolite] может расти на [tile=natural-gold-soil].
active-noise-cancelling=Помогает справляться с шумом.
quality-assembler=Высококлассный сборочный автомат, создающий машины только самого высокого качества, используя особые ресурсы, которые можно найти только на Лигнумисе.
automation-science-pack=Покиньте Лигнумис для исследования продвинутых технологий.
[modifier-description]
basic-gun-turret-attack-bonus=Урон базовой турели: +__1__
[tile-name]
wood-floor=Деревянный пол
natural-gold-soil=Золотосодержащая почва
[fuel-category-name]
wood=Древесное топливо
quality-catalyst=Катализатор качества
[mod-setting-name]
lignumis-belt-progression=Включить прогрессивные рецепты конвейеров
lignumis-inserter-progression=Включить прогрессивные рецепты манипуляторов
lignumis-ammo-progression=Включить прогрессивные рецепты патронов
lignumis-technology-progression=Включить прогрессивные технологии
lignumis-basic-circuit-board=Включить базовую схему
lignumis-circuit-progression=Включить прогрессивные рецепты электросхем
lignumis-assembler-progression=Включить прогрессивные рецепты сборочных автоматов
lignumis-lumber-mill-more-recipes=Добавить дополнительные рецепты для лесопильни
lignumis-fulgora-wood=Добавить древесину на Фульгору
lignumis-early-robots=Ещё более ранние персональные дроны
[mod-setting-description]
lignumis-belt-progression=Жёлтые конвейеры будут требовать деревянные конвейеры для создания.
lignumis-inserter-progression=Жёлтые манипуляторы будут требовать твердотопливные манипуляторы для создания.
lignumis-ammo-progression=Магазины огнестрельного оружия будут требовать магазин с деревянными дротиками для создания.
lignumis-technology-progression=Добавляет деревянные и паровые исследовательские пакеты к большинству поздних технологий. Отключение этого параметра снижает их значимость в поздней игре.
lignumis-basic-circuit-board=Рецепты используют базовые схемы вместо золотых кабелей и золотых плит, где это возможно. Будут добавлены и золотой, и медный рецепты создания.
lignumis-circuit-progression=Электросхемы будут требовать базовые схемы для создания.
lignumis-assembler-progression=Сборочный автомат 1 будет трубовать твердотопливный сборочный автомат для создания.
lignumis-lumber-mill-more-recipes=Лесопильня может создавать базовые турели, твердотопливные сборочные атоматы и твердотопливные манипуляторы. При включении всех прогрессивных рецептов улучшается баланс использования древесины и помогает в играх-марафонах.
lignumis-fulgora-wood=Добавляет деревянные шестерни в переработку металлолома как источник древесины. Отключите, если у вас есть другой источник древесины или вы отправляете её с других планет.
lignumis-early-robots=Персональные дроны будут передвинуты из паровых в деревянные исследовательские пакеты и получат небольшое ускорение.
[autoplace-control-names]
lignumis_enemy_base=Вражеские базы Лигнумиса
[entity-status]
no-quality-catalyst=Нет катализатора качества
[description]
accepted-catalysts=Разрешённые катализаторы
quality-catalyst-energy-value=Значение качества
[gui]
quality-catalyst=Катализатор качества
[lignumis]
start-new-game=Лигнумис рассчитан на игру с нуля, так как он удлиняет ранний этап перед Наувисом.
provisional-rocket-silo-button=Сбежать на __1__
provisional-rocket-silo-button-tooltip-inventory=Ваш инвентарь должен быть пустой!
provisional-rocket-silo-button-tooltip-target=Вы ещё не знаете куда сбежать!
provisional-rocket-silo-description=Заполните ракету ресурсами и запустите её, чтобы сбежать на __1__.\nНе забудьте взять материалы для запуска производства железа, меди и древесины.

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surface-condition-too-low=__1__不符合.
surface-condition-too-high=__1__不符合.
[mod-name]
lignumis=○ 愈创星 - Lignumis
[mod-description]
lignumis=潜入木木世界的世界,木星的月亮只提供最基本的技术
[space-location-name]
lignumis=愈创星
[space-location-description]
lignumis=愈创星Lignumis新地星的卫星。与新地星十分类似但形成年代比新地星晚的多资源也更少。
[airborne-pollutant-name]
noise=噪声
[airborne-pollutant-name-with-amount]
noise=__1__ 噪声
[entity-name]
wood-lab=木制研究中心
peat=泥炭
burner-agricultural-tower=热能农业塔
burner-assembling-machine=热能组装机
burner-long-handed-inserter=热能加长机械臂
lumber-mill=木材加工厂
gold-stromatolite=金叠层石
gold-stromatolite-plant=金叠层石植物
gold-stromatolite-lignumis=金叠层石
gold-patch=金矿脉
deep-miner=深层采矿机
gold-pipe=金制管道
gold-pipe-to-ground=金制地下管道
gold-storage-tank=金制储液罐
desiccation-furnace=干燥炉
steam-assembling-machine=蒸汽组装机
provisional-rocket-silo=临时火箭发射井
basic-gun-turret=基础机枪炮塔
basic-construction-robot-gold=基础建设机器人(金)
basic-construction-robot-copper=基础建设机器人(铜)
wood-transport-belt=木制传送带
wood-underground-belt=木制地下传送带
wood-splitter=木制分流器
basic-radar=基础雷达
active-noise-cancelling-tower=主动降噪塔
quality-assembler=品质组装机
[entity-description]
quality-assembler=高品质的配方往往只需要朴素的方式制作。消耗[item=gold-quality-catalyst],可以无条件提升一级产品的品质。
[equipment-name]
basic-portable-generator-equipment-gold=基础发电机模块 (金)
basic-portable-generator-equipment-copper=基础发电机模块 (铜)
basic-personal-roboport-equipment-gold=基础机器人指令模块(金)
basic-personal-roboport-equipment-copper=基础机器人指令模块(铜)
[item-name]
wooden-gear-wheel=木齿轮
wood-science-pack=木制科技包
peat=泥炭
gold-stromatolite-seed=金叠层石种子
gold-ore=金矿
gold-bacteria=金细菌
gold-plate=金板
gold-cable=金缆
moist-stromatolite-remnant=湿叠层石残余物
steam-science-pack=蒸汽科技包
lumber=木料
basic-repair-pack=基础维修包
cupriavidus-necator=钩虫贪铜菌
dead-cupriavidus-necator=死钩虫贪铜菌
gold-quality-catalyst=金品质催化剂
wood-armor=木制装甲
wood-darts-magazine=木镖弹匣
[item-description]
wooden-wall=使用木墙保护基地,防御土著的侵袭,同时降低噪音。
[fluid-name]
wood-pulp=木浆
[recipe-name]
moist-stromatolite-remnant-desiccation=烘干湿叠层石残余物
moist-stromatolite-remnant-desiccation-without-steam=烘干湿叠层石残余物
gold-stromatolite-seed-to-peat=加工金叠层石种子
wood-liquefaction=木材液化
provisional-rocket-part=临时火箭组件
wood-splitter-electronic-circuit=木制分流器
lumber-mill-electronic-circuit=木材加工厂
burner-agricultural-tower-electronic-circuit=热能农业塔
cupriavidus-necator-starter=钩虫贪铜菌(启动培养)
plastic-from-cupriavidus-necator=生物塑料
plastic-from-dead-cupriavidus-necator=生物塑料
low-density-structure-gold=轻质框架
rocket-fuel-from-wood-pulp-and-peat=生物火箭燃料
nutrients-from-wood-pulp=木浆制营养素
active-noise-cancelling=主动降噪
[recipe-description]
moist-stromatolite-remnant-desiccation-without-steam=用于平衡蒸汽的生产。
gold-stromatolite-seed-to-peat=用于消耗多余的金叠层石种子。
[technology-name]
wood-science-pack=木制科技包
burner-automation=热能自动化
planet-discovery-nauvis=发现星球:新地星
planet-discovery-lignumis=发现卫星:愈创星
iron-processing=铁加工
copper-processing=铜加工
lumber-mill=木材加工厂
deep-miner=深层采矿机
gold-fluid-handling=金制设备流体处理
steam-automation=蒸汽自动化
steam-science-pack=蒸汽科技包
wood-liquefaction=木材液化
provisional-rocketry=临时火箭技术
basic-gun-turret=基础机枪炮塔
basic-construction-robotics-gold=基础建设机器人(金)
basic-construction-robotics-copper=基础建设机器人(铜)
wood-logistics=木制物流学
automation=电力自动化
tree-seeding=基础农业
basic-repair-pack=基础维修包
basic-radar=基础雷达
active-noise-cancelling=主动降噪技术
quality-assembler=品质组装机
[technology-description]
tree-seeding=使用[entity=burner-agricultural-tower]在可耕种的泥土上种植植物,并且自动收货。\n[entity=tree-plant]能够在草地和泥地上生长。[entity=gold-stromatolite]能够在[tile=natural-gold-soil]上生长。
active-noise-cancelling=控制噪音。
quality-assembler=使用愈创星上的特殊资源,可以制作高品质的产品。
[modifier-description]
basic-gun-turret-attack-bonus=基础机枪炮塔伤害:+__1__
[tile-name]
wood-floor=木地板
natural-gold-soil=含金土壤
[fuel-category-name]
wood=木制燃料
quality-catalyst=品质催化剂
[mod-setting-name]
lignumis-belt-progression=渐进式的传送带配方
lignumis-inserter-progression=渐进式的机械臂配方
lignumis-ammo-progression=渐进式的弹药配方
[mod-setting-description]
lignumis-belt-progression=基础传送带需要木制传送带制作。
lignumis-inserter-progression=电力机械臂需要热能机械臂制作。
lignumis-ammo-progression=标准弹匣需要木镖弹匣制作。
[entity-status]
no-quality-catalyst=无品质催化剂
[description]
accepted-catalysts=接受的催化剂
quality-catalyst-energy-value=品质提升能力
[gui]
quality-catalyst=品质催化剂
[lignumis]
start-new-game=愈创星扩充新地星了之前的早期游戏内容,推荐在新游戏中体验。

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local RocketSilo = require("scripts/wooden-rocket-silo")
if not storage.rocket_silos then
storage.rocket_silos = {}
end
if not game.planets["lignumis"] or not game.planets["lignumis"].surface then return end
local lignumis = game.planets["lignumis"].surface
for _, silo in pairs(lignumis.find_entities_filtered { name = "provisional-rocket-silo" }) do
local found = false
for _, entry in pairs(storage.rocket_silos) do
if type(entry) == "table" and entry.real_silo == silo then
found = true
break
end
end
if not found then
RocketSilo.events[defines.events.on_script_trigger_effect]({
effect_id = "provisional-rocket-ready",
surface_index = lignumis.index,
cause_entity = silo
})
end
end

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for _, player in pairs(game.players) do
if player.character then
player.character.destructible = true
end
end

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storage.target_planet = settings.startup["lignumis-second-planet"].value or "nauvis"
if script.active_mods["any-planet-start"] then
storage.target_planet = settings.startup["aps-planet"].value ~= "none" and settings.startup["aps-planet"].value or storage.target_planet
end

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local Technology = require("__cf-lib__/data/Technology")
local Recipe = require("__cf-lib__/data/Recipe")
if not mods["aai-industry"] then return end
data.raw.recipe["wood-science-pack"].allow_hand_crafting = true
-- Technologies / Recipe unlocks
local burner_mechanics = Technology:new("burner-mechanics")
burner_mechanics:removeRecipe("burner-inserter")
burner_mechanics:removeRecipe("burner-mining-drill")
burner_mechanics:removeRecipe("burner-assembling-machine")
burner_mechanics:addPrerequisite("iron-processing")
data.raw.recipe["burner-inserter"].enabled = true
data.raw.recipe["burner-mining-drill"].enabled = true
local burner_automation = Technology:new("burner-automation")
burner_automation:addRecipe("burner-assembling-machine")
Technology:new("basic-logistics"):removeRecipe("transport-belt")
Technology:new("logistics"):addRecipe("transport-belt")
-- Electrics comes later with AAI Industry active
Recipe:new("lumber-mill-copper"):replaceIngredient("assembling-machine-1", "burner-assembling-machine")
Recipe:new("basic-construction-robot-copper"):replaceIngredient("electronic-circuit", "basic-circuit-board")
-- Entities
local wall = data.raw["wall"]["concrete-wall"]
wall.emissions_per_second = wall.emissions_per_second or {}
wall.emissions_per_second.noise = -30 / 60
data.raw["lab"]["wood-lab"].next_upgrade = "burner-lab"
table.insert(data.raw["agricultural-tower"]["burner-agricultural-tower"].energy_source.fuel_categories, "processed-chemical")
table.insert(data.raw["assembling-machine"]["fuel-processor"].energy_source.fuel_categories, "wood")
if settings.startup["lignumis-basic-circuit-board"].value then
table.insert(data.raw["recipe"]["electric-mining-drill"].ingredients, { type = "item", name = "basic-circuit-board", amount = 2 })
table.insert(data.raw["recipe"]["inserter"].ingredients, { type = "item", name = "basic-circuit-board", amount = 1 })
table.insert(data.raw["recipe"]["burner-lab"].ingredients, { type = "item", name = "basic-circuit-board", amount = 10 })
table.insert(data.raw["recipe"]["assembling-machine-1"].ingredients, { type = "item", name = "basic-circuit-board", amount = 5 })
-- AAI Industry messes with the basic circuit board recipe
Technology:new("electronics"):removeRecipe("basic-circuit-board")
data.raw.recipe["basic-circuit-board"].enabled = true
Technology:new("electricity"):removeRecipe("copper-cable")
Technology:new("copper-processing"):addRecipe("copper-cable")
end

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local Recipe = require("__cf-lib__/data/Recipe")
if not mods["aai-loaders"] then return end
if settings.startup["aai-loaders-mode"].value == "graphics-only" then return end
local recipe = Recipe:new("aai-loader")
if settings.startup["lignumis-belt-progression"].value then
recipe:replaceIngredient("transport-belt", "aai-wood-loader", 1)
end
if mods["aai-industry"] and settings.startup["lignumis-basic-circuit-board"].value then
recipe:replaceIngredient("electronic-circuit", "basic-circuit-board")
end

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local Recipe = require("__cf-lib__/data/Recipe")
local Technology = require("__cf-lib__/data/Technology")
if not mods["aai-loaders"] then return end
if settings.startup["aai-loaders-mode"].value == "graphics-only" then return end
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
local recipe = {
ingredients = {
{ type = "item", name = "lumber", amount = 5 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 5 } or
{ type = "item", name = "gold-cable", amount = 10 },
{ type = "item", name = "wood-transport-belt", amount = 1 }
},
energy_required = 1
}
AAILoaders.make_tier({
name = "wood",
transport_belt = "wood-transport-belt",
color = { 163, 117, 102 },
fluid = "steam",
fluid_per_minute = 7.5,
fluid_technology_prerequisites = { "gold-fluid-handling" },
technology = {
unit = {
count = 25,
ingredients = { { "wood-science-pack", 1 } },
time = 15
},
prerequisites = { "wood-logistics" }
},
recipe = recipe,
unlubricated_recipe = mods["aai-loaders-sane"] and recipe or {
ingredients = {
{ type = "item", name = "lumber", amount = 50 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 50 } or
{ type = "item", name = "gold-cable", amount = 100 },
{ type = "item", name = "wood-transport-belt", amount = 1 }
},
energy_required = 5
},
next_upgrade = "aai-loader",
localise = false,
order = "d[loader]-a00[aai-wood-loader]"
})
data.raw.recipe["aai-wood-loader"].category = "wood-processing-or-assembling"
if not basic_circuit_board then
local nauvis_recipe = Recipe:new("aai-wood-loader"):clone("wood-loader-electronic-circuit")
nauvis_recipe:replaceIngredient("gold-cable", "electronic-circuit")
nauvis_recipe:unlockedByTechnology("electronics")
nauvis_recipe:assign({
localised_name = { "entity-name.aai-wood-loader" },
icons = table.assign(
table.deepcopy(data.raw.item["aai-wood-loader"].icons),
{ { icon = "__base__/graphics/icons/electronic-circuit.png", scale = 0.25, shift = { 8, 8 } } }
)
})
nauvis_recipe:apply()
end
if mods["aai-loaders-sane"] then
Technology:new("wood-logistics"):addRecipe("aai-wood-loader")
data.raw.technology["aai-wood-loader"] = nil
end

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-- Lignumis + Alien Biomes Compatibility - Final Fixes
--
-- This runs AFTER alien-biomes data-updates.lua to ensure our fixes aren't overridden
-- Load order: data.lua -> data-updates.lua -> data-final-fixes.lua (THIS FILE)
if not mods["alien-biomes"] then
return
end
-- Define Lignumis grass tiles (from mapgen.lua)
local lignumis_grass_tiles = {
"grass-1",
"grass-2",
"grass-3",
"grass-4",
"natural-gold-soil"
}
-- Fix tree plant for manual planting on Lignumis grass tiles
local tree_plant = data.raw.plant["tree-plant"]
if mods["Diversitree"] then
tree_plant = data.raw.plant["s6xdvt-fake-tree"]
end
if tree_plant then
for _, tile in pairs(lignumis_grass_tiles) do
local already_present = false
for _, existing_tile in pairs(tree_plant.autoplace.tile_restriction) do
if existing_tile == tile then
already_present = true
break
end
end
if not already_present then
table.insert(tree_plant.autoplace.tile_restriction, tile)
end
end
end
-- Fix tree autoplace restrictions for natural tree spawning
for _, tree in pairs(data.raw.tree) do
if tree.autoplace and tree.autoplace.tile_restriction then
-- Skip gold stromatolites - they should remain exclusive to natural-gold-soil
local is_gold_stromatolite = tree.name and (tree.name:find("stromatolite") or tree.name:find("gold"))
if not is_gold_stromatolite then
-- Check if Lignumis grass tiles are missing
local has_lignumis_tiles = false
for _, existing_tile in pairs(tree.autoplace.tile_restriction) do
for _, lignumis_tile in pairs(lignumis_grass_tiles) do
if existing_tile == lignumis_tile then
has_lignumis_tiles = true
break
end
end
if has_lignumis_tiles then break end
end
-- Add Lignumis grass tiles if missing
if not has_lignumis_tiles then
for _, tile_name in pairs(lignumis_grass_tiles) do
table.insert(tree.autoplace.tile_restriction, tile_name)
end
end
end
end
end

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if not mods["alien-biomes"] then return end
local settings = data.raw.planet["lignumis"]["map_gen_settings"].autoplace_settings["decorative"].settings
settings["medium-rock"] = nil
settings["small-rock"] = nil
settings["tiny-rock"] = nil
-- Fix trees not being plantable on Alien Biomes tiles
-- Note: Additional tree fixes for Lignumis grass tiles are handled in alien-biomes-final.lua
local tile_restriction = data.raw["plant"]["tree-plant"].autoplace.tile_restriction
for _, tile in pairs(alien_biomes.all_tiles()) do
if tile.tags and (table.contains(tile.tags, "dirt") or table.contains(tile.tags, "grass")) then
if not table.contains(tile_restriction, tile.name) then
table.insert(tile_restriction, tile.name)
end
end
end

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local Technology = require("__cf-lib__/data/Technology")
if not mods["any-planet-start"] then return end
local target_planet = settings.startup["aps-planet"].value
if not target_planet or target_planet == "none" or target_planet == "nauvis" then return end
Technology:new("tree-seeding"):setPrerequisites({ "wood-science-pack" })
-- Switch planet discovery technology to the new planet
local planet_discovery = data.raw.technology["planet-discovery-" .. target_planet] or data.raw.technology["moon-discovery-" .. target_planet]
if planet_discovery then
Technology:new(planet_discovery)
:assign({
enabled = true,
hidden = false,
unit = {
count = 100,
ingredients = {
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 }
},
time = 30
}
})
:setPrerequisites({ "provisional-rocketry" })
Technology:new("iron-processing"):replacePrerequisite("planet-discovery-nauvis", planet_discovery.name)
Technology:new("copper-processing"):replacePrerequisite("planet-discovery-nauvis", planet_discovery.name)
end
-- Vulcanus
if target_planet == "vulcanus" then
Technology:new("automation"):addPrerequisite("iron-processing")
Technology:new("steel-processing"):addPrerequisite("iron-processing")
Technology:new("tungsten-carbide"):addPrerequisite("planet-discovery-vulcanus")
Technology:new("iron-processing").prototype.research_trigger.entity = "big-volcanic-rock"
Technology:new("copper-processing").prototype.research_trigger.entity = "big-volcanic-rock"
data.raw.resource["tungsten-ore"].category = "basic-solid"
if mods["bztitanium"] and mods["crushing-industry"] then
Technology:new("foundry"):addRecipe("crushed-titanium-ore")
data.raw.recipe["crushed-titanium-ore"].category = "basic-crushing"
end
if mods["bzcarbon"] then
Technology:new("graphite-processing"):addPrerequisite("planet-discovery-vulcanus")
Technology:new("diamond-processing-2"):addPrerequisite("planet-discovery-vulcanus")
end
if mods["bzsilicon"] then
Technology:new("silica-processing"):addPrerequisite("planet-discovery-vulcanus")
end
if mods["bzzirconium"] then
Technology:new("zirconia-processing"):addPrerequisite("planet-discovery-vulcanus")
end
end
-- Fulgora
if target_planet == "fulgora" then
data.raw.recipe["medium-electric-pole"].enabled = false
Technology:new("recycling")
:addPrerequisite("planet-discovery-fulgora")
:addRecipe("medium-electric-pole")
Technology:new("iron-processing").prototype.research_trigger.entity = "scrap"
Technology:new("copper-processing").prototype.research_trigger.entity = "scrap"
if mods["fulgora-coralmium-agriculture"] then
Technology:new("coralmium-recycling")
:addPrerequisite("recycling")
:removeRecipe("agricultural-tower")
end
end
-- Gleba
if target_planet == "gleba" then
Technology:new("landfill")
:setPrerequisites({ "burner-automation" })
:assign({
unit = {
count = 50,
ingredients = { { "wood-science-pack", 1 } },
time = 15
}
})
.prototype.research_trigger = nil
Technology:new("iron-processing").prototype.research_trigger.entity = "iron-stromatolite"
Technology:new("copper-processing").prototype.research_trigger.entity = "copper-stromatolite"
end

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local Technology = require("__cf-lib__/data/Technology")
if not mods["crushing-industry"] then return end
if not settings.startup["crushing-industry-ore"].value then return end
if mods["aai-industry"] then
Technology:new("burner-mechanics"):removeRecipe("burner-crusher")
else
Technology:new("steam-power"):removeRecipe("burner-crusher")
end

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local item_sounds = require("__base__.prototypes.item_sounds")
local Recipe = require("__cf-lib__/data/Recipe")
if not mods["crushing-industry"] then return end
if not settings.startup["crushing-industry-ore"].value then return end
data:extend({
{
type = "item",
name = "crushed-gold-ore",
icon = Lignumis.graphics .. "icons/crushed-gold-ore.png",
pictures = {
{ size = 64, filename = Lignumis.graphics .. "icons/crushed-gold-ore.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/crushed-gold-ore-1.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/crushed-gold-ore-2.png", scale = 0.5, mipmap_count = 4 },
},
subgroup = "raw-resource",
color_hint = { text = "C" },
order = "f[gold-ore]-c[crushed]",
inventory_move_sound = item_sounds.resource_inventory_move,
pick_sound = item_sounds.resource_inventory_pickup,
drop_sound = item_sounds.resource_inventory_move,
stack_size = 100,
weight = 2 * kg
},
{
type = "recipe",
name = "crushed-gold-ore",
localised_name = { "recipe-name.gold-ore-crushing" },
icons = CrushingIndustry.make_crushing_icons("gold-ore"),
category = "basic-crushing",
enabled = false,
allow_productivity = true,
auto_recycle = false,
energy_required = 1.2,
ingredients = { { type = "item", name = "gold-ore", amount = 1 } },
results = { { type = "item", name = "crushed-gold-ore", amount = 1, extra_count_fraction = 0.5 } },
main_product = "crushed-gold-ore"
},
{
type = "recipe",
name = "crushed-gold-smelting",
localised_name = { "recipe-name.crushed-smelting", { "item-name.gold-plate" } },
icons = {
{ icon = Lignumis.graphics .. "icons/crushed-gold-ore.png", shift = { -12, -12 }, scale = 0.4 },
{ icon = Lignumis.graphics .. "icons/gold-plate.png", draw_background = true }
},
category = "smelting",
order = "a[smelting]-b[gold-plate]-c[crushed]",
enabled = false,
allow_productivity = true,
auto_recycle = false,
hide_from_player_crafting = settings.startup["crushing-industry-hide-player-crafting"].value,
energy_required = 3.2,
ingredients = { { type = "item", name = "crushed-gold-ore", amount = 1 } },
results = { { type = "item", name = "gold-plate", amount = 1 } },
main_product = "gold-plate",
},
{
type = "technology",
name = "basic-ore-crushing",
icon = Lignumis.graphics .. "technology/basic-ore-crushing.png",
icon_size = 256,
effects = {
{ type = "unlock-recipe", recipe = "burner-crusher" },
{ type = "unlock-recipe", recipe = "crushed-gold-ore" },
{ type = "unlock-recipe", recipe = "crushed-gold-smelting" }
},
prerequisites = { "steam-science-pack" },
unit = {
count = 100,
ingredients = {
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 }
},
time = 15
}
}
})
Recipe:new("molten-gold"):replaceIngredient("gold-ore", "crushed-gold-ore", 75)
if settings.startup["crushing-industry-byproducts"].value then
table.insert(data.raw["recipe"]["crushed-gold-ore"].results,
{ type = "item", name = "gold-ore", amount = 1, probability = 0.05 })
table.insert(data.raw["recipe"]["crushed-gold-ore"].results,
{ type = "item", name = "moist-stromatolite-remnant", amount = 1, probability = 0.02 })
end
local gold_recipe = Recipe:new("burner-crusher")
:replaceIngredient("iron-gear-wheel", "wooden-gear-wheel")
:replaceIngredient("iron-plate", "gold-plate")
:assign({
category = settings.startup["lignumis-lumber-mill-more-recipes"].value and "wood-processing-or-assembling" or
"crafting"
})
gold_recipe:clone("burner-crusher-copper")
:replaceIngredient("gold-plate", "copper-plate")
:assign({
localised_name = { "entity-name.burner-crusher" },
icons = {
{ icon = data.raw.item["burner-crusher"].icon },
{ icon = "__base__/graphics/icons/copper-plate.png", scale = 0.25, shift = { 8, 8 } }
}
})
:unlockedByTechnology("copper-processing")
:apply()
if mods["aai-industry"] then
gold_recipe:replaceIngredient("motor", "wooden-gear-wheel")
end

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require("hot-metals")
require("wood-military")
require("metal-and-stars")
require("alien-biomes")
require("aai-loaders")
require("nuclear-science")
require("lane-splitters")
require("wood-industry")
require("crushing-industry")

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require("aai-loaders-final")
require("any-planet-start-final")
require("alien-biomes-final")
if not data.raw.technology["legendary-quality"] then
table.removeValue(data.raw.technology["quality-assembler"].prerequisites, "legendary-quality")
end

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local Technology = require("__cf-lib__/data/Technology")
if not mods["gleba-reborn"] then return end
Technology:new("tree-seeding")
:setPrerequisites({ "wood-science-pack" })
:assign({
unit = {
count = 10,
ingredients = {
{ "wood-science-pack", 1 }
},
time = 10
}
})
.prototype.research_trigger = nil

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if not mods["hot-metals"] then return end
table.insert(HotMetals.items, { name = "gold-plate", iconFolder = Lignumis.graphics .. "icons/" })

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local Technology = require("__cf-lib__/data/Technology")
if not mods["Krastorio2-spaced-out"] then return end
data.raw.recipe["burner-inserter"].ingredients = {
{ type = "item", name = "wooden-gear-wheel", amount = 1 },
{ type = "item", name = "lumber", amount = 1 }
}
Technology:new("kr-automation-core"):addPrerequisite("iron-processing")
local function lock_recipes(technology, recipes)
local tech = Technology:new(technology)
for _, recipe in pairs(recipes) do
tech:addRecipe(recipe)
data.raw.recipe[recipe].enabled = false
end
end
lock_recipes("iron-processing", {
"iron-stick",
"kr-wind-turbine",
"kr-iron-beam",
"kr-inserter-parts"
})
lock_recipes("copper-processing", {
"copper-cable",
"small-electric-pole"
})
lock_recipes("planet-discovery-nauvis", {
"kr-rare-metals"
})
Technology:new("electronics"):removeRecipe("kr-electronic-circuit-wood")
if settings.startup["kr-realistic-weapons"].value then
local pistol_attack = data.raw.gun["pistol"].attack_parameters
pistol_attack.ammo_categories = pistol_attack.ammo_categories or { pistol_attack.ammo_category }
pistol_attack.ammo_category = nil
table.insert(pistol_attack.ammo_categories, "bullet")
data.raw.recipe["firearm-magazine"].enabled = false
end

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local Recipe = require("__cf-lib__/data/Recipe")
local Technology = require("__cf-lib__/data/Technology")
if not mods["lane-splitters"] then return end
local lane_splitter = make_tier({
name = "wood-lane-splitter",
base_belt = "wood-transport-belt",
base_splitter = "wood-splitter",
health = 150,
next_upgrade = "lane-splitter",
})
lane_splitter.prototype.icon = Lignumis.graphics .. "icons/wood-lane-splitter.png"
lane_splitter.prototype.dying_explosion = "transport-belt-explosion"
lane_splitter.prototype.structure.east.filename = data.raw.splitter["wood-splitter"].structure.east.filename
lane_splitter.prototype.structure.south.filename = data.raw.splitter["wood-splitter"].structure.south.filename
lane_splitter.prototype.structure.west.filename = data.raw.splitter["wood-splitter"].structure.west.filename
lane_splitter.prototype.structure.north.filename = data.raw.splitter["wood-splitter"].structure.north.filename
lane_splitter.prototype.structure_patch.east.filename = data.raw.splitter["wood-splitter"].structure_patch.east.filename
lane_splitter.prototype.structure_patch.south.filename = data.raw.splitter["wood-splitter"].structure_patch.south.filename
lane_splitter.prototype.structure_patch.west.filename = data.raw.splitter["wood-splitter"].structure_patch.west.filename
lane_splitter.prototype.structure_patch.north.filename = data.raw.splitter["wood-splitter"].structure_patch.north.filename
lane_splitter.item.icon = Lignumis.graphics .. "icons/wood-lane-splitter.png"
lane_splitter.item.order = "d[lane-splitter]-0[wood-lane-splitter]"
lane_splitter.recipe.category = "wood-processing-or-assembling"
data:extend({
lane_splitter.prototype,
lane_splitter.item,
lane_splitter.recipe,
})
Technology:new("wood-logistics"):addRecipe("wood-lane-splitter")
if mods["aai-industry"] and settings.startup["lignumis-basic-circuit-board"].value then
Recipe:new("lane-splitter"):replaceIngredient("electronic-circuit", "basic-circuit-board")
end

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if not mods["metal-and-stars"] then return end
data.raw.recipe["gold-plate"].enabled = true
data.raw.recipe["gold-cable"].enabled = true
data.raw.item["gold-plate"].icon = Lignumis.graphics .. "icons/gold-plate.png"

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if not mods["atan-nuclear-science"] then return end
table.insert(data.raw["assembling-machine"]["burner-assembling-machine"].crafting_categories, "advanced-centrifuging-or-crafting")
table.insert(data.raw["assembling-machine"]["steam-assembling-machine"].crafting_categories, "advanced-centrifuging-or-crafting")

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require("aai-industry")
require("gleba-reborn")
require("crushing-industry-updates")
require("k2so")

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if not mods["wood-industry"] then return end
data.raw.item["woodchips"].fuel_category = "wood"

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if not mods["wood-military"] then return end
data.raw.armor["wood-armor"].equipment_grid = "tiny-equipment-grid"

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local hit_effects = require("__base__.prototypes.entity.hit-effects")
local sounds = require("__base__.prototypes.entity.sounds")
local item_sounds = require("__base__.prototypes.item_sounds")
local item_tints = require("__base__.prototypes.item-tints")
data:extend({
{
type = "recipe-category",
name = "active-noise-cancelling"
},
{
type = "assembling-machine",
name = "active-noise-cancelling-tower",
icons = {
{ icon = "__base__/graphics/icons/programmable-speaker.png" },
{ icon = Lignumis.graphics .. "icons/active-noise-cancelling.png", scale = 0.25, shift = { 8, 8 } }
},
icon_draw_specification = { shift = { 0, -1 }, scale = 0.75, scale_for_many = 0.5 },
flags = { "placeable-neutral", "player-creation" },
minable = { mining_time = 0.1, result = "active-noise-cancelling-tower" },
fast_replaceable_group = "active-noise-cancelling-tower",
max_health = 150,
crafting_speed = 1,
crafting_categories = { "active-noise-cancelling" },
energy_usage = "500kW",
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { noise = -1000 },
drain = "0W"
},
fixed_recipe = "active-noise-cancelling",
is_military_target = true,
show_recipe_icon_on_map = true,
map_color = { r = 112, g = 61, b = 150, a = 1 },
corpse = "programmable-speaker-remnants",
dying_explosion = "programmable-speaker-explosion",
collision_box = { { -0.3, -0.3 }, { 0.3, 0.3 } },
selection_box = { { -0.5, -0.5 }, { 0.5, 0.5 } },
damaged_trigger_effect = hit_effects.entity({ { -0.2, -2 }, { 0.2, 0.2 } }),
drawing_box_vertical_extension = 2,
open_sound = sounds.machine_open,
close_sound = sounds.machine_close,
graphics_set = {
animation = {
layers = {
{
filename = "__base__/graphics/entity/programmable-speaker/programmable-speaker.png",
priority = "extra-high",
width = 59,
height = 178,
shift = util.by_pixel(-2.25, -39.5),
scale = 0.5
},
{
filename = "__base__/graphics/entity/programmable-speaker/programmable-speaker-shadow.png",
priority = "extra-high",
width = 237,
height = 50,
shift = util.by_pixel(52.75, -3),
draw_as_shadow = true,
scale = 0.5
}
}
}
},
water_reflection = {
pictures = {
filename = "__base__/graphics/entity/programmable-speaker/programmable-speaker-reflection.png",
priority = "extra-high",
width = 12,
height = 24,
shift = util.by_pixel(0, 45),
variation_count = 1,
scale = 5
},
rotate = false,
orientation_to_variation = false
},
surface_conditions = { { property = "pollutant-type", min = 3, max = 3 } }
},
{
type = "item",
name = "active-noise-cancelling-tower",
icons = {
{ icon = "__base__/graphics/icons/programmable-speaker.png" },
{ icon = Lignumis.graphics .. "icons/active-noise-cancelling.png", scale = 0.25, shift = { 8, 8 } }
},
subgroup = "circuit-network",
order = "d[other]-c[active-noise-cancelling-tower]",
inventory_move_sound = item_sounds.mechanical_inventory_move,
pick_sound = item_sounds.mechanical_inventory_pickup,
drop_sound = item_sounds.mechanical_inventory_move,
place_result = "active-noise-cancelling-tower",
stack_size = 10,
random_tint_color = item_tints.iron_rust
},
{
type = "recipe",
name = "active-noise-cancelling-tower",
enabled = false,
energy_required = 20,
ingredients = {
{ type = "item", name = "gold-plate", amount = 6 },
{ type = "item", name = "gold-cable", amount = 6 },
{ type = "item", name = "low-density-structure", amount = 4 },
{ type = "item", name = "processing-unit", amount = 8 }
},
results = { { type = "item", name = "active-noise-cancelling-tower", amount = 1 } }
},
{
type = "recipe",
name = "active-noise-cancelling",
icons = { { icon = Lignumis.graphics .. "icons/active-noise-cancelling.png" } },
enabled = false,
energy_required = 60,
ingredients = {},
results = {},
category = "active-noise-cancelling",
hide_from_stats = true,
hide_from_player_crafting = true,
surface_conditions = { { property = "pollutant-type", min = 3, max = 3 } }
},
{
type = "technology",
name = "active-noise-cancelling",
icon = Lignumis.graphics .. "technology/active-noise-cancelling.png",
icon_size = 128,
effects = {
{
type = "unlock-recipe",
recipe = "active-noise-cancelling-tower"
},
{
type = "unlock-recipe",
recipe = "active-noise-cancelling"
}
},
prerequisites = { "utility-science-pack" },
unit = {
time = 60,
count = 500,
ingredients = {
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 },
{ "automation-science-pack", 1 },
{ "logistic-science-pack", 1 },
{ "chemical-science-pack", 1 },
{ "space-science-pack", 1 },
{ "utility-science-pack", 1 }
}
}
}
})

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local item_sounds = require("__base__.prototypes.item_sounds")
local Technology = require("__cf-lib__/data/Technology")
if not settings.startup["lignumis-basic-circuit-board"].value then return end
data:extend({
{
type = "item",
name = "basic-circuit-board",
icons = { { icon = Lignumis.graphics .. "icons/basic-circuit-board.png", icon_size = 64 } },
subgroup = "intermediate-product",
order = "c[circuits]-0[basic-circuit-board]",
inventory_move_sound = item_sounds.electric_small_inventory_move,
pick_sound = item_sounds.electric_small_inventory_pickup,
drop_sound = item_sounds.electric_small_inventory_move,
stack_size = 200,
weight = 0.5 * kg
},
{
type = "recipe",
name = "basic-circuit-board",
category = "wood-processing-or-assembling",
icons = {
{ icon = Lignumis.graphics .. "icons/basic-circuit-board.png" },
{ icon = Lignumis.graphics .. "icons/gold-cable.png", scale = 0.25, shift = { 8, 8 } }
},
ingredients = {
{ type = "item", name = "lumber", amount = 1 },
{ type = "item", name = "gold-cable", amount = 2 }
},
results = { { type = "item", name = "basic-circuit-board", amount = 2 } },
enabled = true,
allow_productivity = true
},
{
type = "recipe",
name = "basic-circuit-board-copper",
localised_name = { "item-name.basic-circuit-board" },
category = "wood-processing-or-assembling",
icons = {
{ icon = Lignumis.graphics .. "icons/basic-circuit-board.png" },
{ icon = "__base__/graphics/icons/copper-cable.png", scale = 0.25, shift = { 8, 8 } }
},
ingredients = {
{ type = "item", name = "lumber", amount = 1 },
{ type = "item", name = "copper-cable", amount = 2 }
},
results = { { type = "item", name = "basic-circuit-board", amount = 2 } },
enabled = false,
allow_productivity = true
}
})
Technology:new("copper-processing"):addRecipe("basic-circuit-board-copper")
if settings.startup["lignumis-circuit-progression"].value then
table.insert(data.raw.recipe["electronic-circuit"].ingredients, { type = "item", name = "basic-circuit-board", amount = 1 })
end

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local item_sounds = require("__base__.prototypes.item_sounds")
local item_tints = require("__base__.prototypes.item-tints")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
local early_robots = settings.startup["lignumis-early-robots"].value
local function robot(color)
local result = table.deepcopy(data.raw["construction-robot"]["construction-robot"])
result.name = "basic-construction-robot-" .. color
result.icon = Lignumis.graphics .. "icons/basic-construction-robot-" .. color .. ".png"
result.minable.result = "basic-construction-robot-" .. color
result.max_health = 50
result.speed = early_robots and 0.05 or 0.04
result.max_energy = early_robots and "1.5MJ" or "1MJ"
result.energy_per_tick = early_robots and "0.03kJ" or "0.04kJ"
result.energy_per_move = early_robots and "2kJ" or "2.5kJ"
result.idle.filename = Lignumis.graphics .. "entity/basic-construction-robot/basic-construction-robot-" ..
color .. ".png"
result.in_motion.filename = Lignumis.graphics .. "entity/basic-construction-robot/basic-construction-robot-" ..
color .. ".png"
result.working.filename =
Lignumis.graphics .. "entity/basic-construction-robot/basic-construction-robot-" .. color .. "-working.png"
return result
end
local function robot_item(color, order)
return {
type = "item",
name = "basic-construction-robot-" .. color,
icon = Lignumis.graphics .. "icons/basic-construction-robot-" .. color .. ".png",
subgroup = "logistic-network",
order = "a[robot]-b" .. order .. "[basic-construction-robot-" .. color .. "]",
inventory_move_sound = item_sounds.robotic_inventory_move,
pick_sound = item_sounds.robotic_inventory_pickup,
drop_sound = item_sounds.robotic_inventory_move,
place_result = "basic-construction-robot-" .. color,
stack_size = 50,
random_tint_color = item_tints.iron_rust
}
end
local function robot_recipe(color, ingredients)
return {
type = "recipe",
name = "basic-construction-robot-" .. color,
enabled = false,
energy_required = 10,
ingredients = table.trim(ingredients),
results = { { type = "item", name = "basic-construction-robot-" .. color, amount = 1 } }
}
end
local function generator(color)
return {
type = "generator-equipment",
name = "basic-portable-generator-equipment-" .. color,
sprite = {
filename = Lignumis.graphics .. "equipment/basic-portable-generator-equipment-" ..
color .. ".png",
width = 128,
height = 128,
priority = "medium",
scale = 0.5
},
shape = {
width = 2,
height = 2,
type = "full"
},
burner = {
type = "burner",
fuel_categories = { "chemical" },
emissions_per_minute = { noise = 5, pollution = 1 },
fuel_inventory_size = 2,
smoke = {
{
name = "smoke",
deviation = { 0.1, 0.1 },
frequency = 5,
position = { 0, 0 },
starting_vertical_speed = 0.08,
starting_frame_deviation = 60
}
}
},
energy_source = {
type = "electric",
usage_priority = "secondary-output",
output_flow_limit = "100kW",
buffer_capacity = "5MJ"
},
power = "100kW",
categories = { "armor" }
}
end
local function generator_item(color, order)
return {
type = "item",
name = "basic-portable-generator-equipment-" .. color,
icon = Lignumis.graphics .. "icons/basic-portable-generator-equipment-" .. color .. ".png",
subgroup = "equipment",
order = "a[energy-source]-a" .. order .. "[basic-portable-generator-equipment-" .. color .. "]",
inventory_move_sound = item_sounds.robotic_inventory_move,
pick_sound = item_sounds.robotic_inventory_pickup,
drop_sound = item_sounds.robotic_inventory_move,
place_as_equipment_result = "basic-portable-generator-equipment-" .. color,
stack_size = 10
}
end
local function generator_recipe(color, ingredients)
return {
type = "recipe",
name = "basic-portable-generator-equipment-" .. color,
enabled = false,
energy_required = 10,
ingredients = table.trim(ingredients),
results = { { type = "item", name = "basic-portable-generator-equipment-" .. color, amount = 1 } }
}
end
local function roboport(color)
local result = table.deepcopy(data.raw["roboport-equipment"]["personal-roboport-equipment"])
result.name = "basic-personal-roboport-equipment-" .. color
result.take_result = "basic-personal-roboport-equipment-" .. color
result.sprite.filename = Lignumis.graphics .. "equipment/basic-personal-roboport-equipment-" .. color .. ".png"
result.energy_source.input_flow_limit = "400kW"
result.energy_source.buffer_capacity = "10MJ"
result.charging_energy = "500kW"
result.construction_radius = 10
return result
end
local function roboport_item(color, order)
return {
type = "item",
name = "basic-personal-roboport-equipment-" .. color,
icon = Lignumis.graphics .. "icons/basic-personal-roboport-equipment-" .. color .. ".png",
place_as_equipment_result = "basic-personal-roboport-equipment-" .. color,
subgroup = "utility-equipment",
order = "e[robotics]-a" .. order .. "[basic-personal-roboport-equipment-" .. color .. "]",
inventory_move_sound = item_sounds.roboport_inventory_move,
pick_sound = item_sounds.roboport_inventory_pickup,
drop_sound = item_sounds.roboport_inventory_move,
stack_size = 10
}
end
local function roboport_recipe(color, ingredients)
return {
type = "recipe",
name = "basic-personal-roboport-equipment-" .. color,
enabled = false,
energy_required = 10,
ingredients = table.trim(ingredients),
results = { { type = "item", name = "basic-personal-roboport-equipment-" .. color, amount = 1 } }
}
end
local gold_robot_technology = {
type = "technology",
name = "basic-construction-robotics-gold",
icon = Lignumis.graphics .. "technology/basic-construction-robotics-gold.png",
icon_size = 256,
effects = {
{
type = "unlock-recipe",
recipe = "basic-construction-robot-gold"
},
{
type = "unlock-recipe",
recipe = "basic-portable-generator-equipment-gold"
},
{
type = "unlock-recipe",
recipe = "basic-personal-roboport-equipment-gold"
},
{
type = "create-ghost-on-entity-death",
modifier = true
}
},
prerequisites = { early_robots and "wood-science-pack" or "steam-science-pack" },
unit = {
count = 200,
ingredients = early_robots and { { "wood-science-pack", 1 } } or {
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 }
},
time = 15
},
ignore_tech_cost_multiplier = early_robots
}
local copper_robot_technology = {
type = "technology",
name = "basic-construction-robotics-copper",
icon = Lignumis.graphics .. "technology/basic-construction-robotics-copper.png",
icon_size = 256,
effects = {
{
type = "unlock-recipe",
recipe = "basic-construction-robot-copper"
},
{
type = "unlock-recipe",
recipe = "basic-portable-generator-equipment-copper"
},
{
type = "unlock-recipe",
recipe = "basic-personal-roboport-equipment-copper"
}
},
prerequisites = { "basic-construction-robotics-gold", "automation-science-pack" },
unit = {
count = 50,
ingredients = {
{ "automation-science-pack", 1 }
},
time = 15
}
}
data:extend({
-- Gold
robot("gold"),
robot_item("gold", 0),
robot_recipe("gold", {
{ type = "item", name = "gold-plate", amount = 2 },
{ type = "item", name = "wooden-gear-wheel", amount = 5 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 5 } or
{ type = "item", name = "gold-cable", amount = 10 }
}),
generator("gold"),
generator_item("gold", 0),
generator_recipe("gold", {
{ type = "item", name = "gold-plate", amount = 10 },
{ type = "item", name = "wooden-gear-wheel", amount = 10 }
}),
roboport("gold"),
roboport_item("gold", 0),
roboport_recipe("gold", {
{ type = "item", name = "gold-plate", amount = basic_circuit_board and 5 or 10 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 10 } or nil,
{ type = "item", name = "wooden-gear-wheel", amount = 10 }
}),
-- Copper
robot("copper"),
robot_item("copper", 1),
robot_recipe("copper", {
{ type = "item", name = "copper-plate", amount = 2 },
{ type = "item", name = "wooden-gear-wheel", amount = 5 },
{ type = "item", name = basic_circuit_board and "basic-circuit-board" or "electronic-circuit", amount = 5 }
}),
generator("copper"),
generator_item("copper", 1),
generator_recipe("copper", {
{ type = "item", name = "copper-plate", amount = 10 },
{ type = "item", name = "wooden-gear-wheel", amount = 10 }
}),
roboport("copper"),
roboport_item("copper", 1),
roboport_recipe("copper", {
{ type = "item", name = "copper-plate", amount = 5 },
{ type = "item", name = basic_circuit_board and "basic-circuit-board" or "electronic-circuit", amount = 10 },
{ type = "item", name = "wooden-gear-wheel", amount = 10 }
}),
-- Technology
gold_robot_technology,
copper_robot_technology,
-- Equipment grids
{
type = "equipment-grid",
name = "very-small-equipment-grid",
width = 4,
height = 4,
equipment_categories = { "armor" }
},
{
type = "equipment-grid",
name = "tiny-equipment-grid",
width = 4,
height = 2,
equipment_categories = { "armor" }
}
})

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local item_sounds = require("__base__.prototypes.item_sounds")
local turret = table.deepcopy(data.raw["ammo-turret"]["gun-turret"])
turret.name = "basic-gun-turret"
turret.icon = Lignumis.graphics .. "icons/basic-gun-turret.png"
turret.minable.result = "basic-gun-turret"
turret.max_health = 300
turret.rotation_speed = 0.01
turret.attacking_speed = 0.35
turret.folded_animation.layers[1].filename = Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-raising.png"
turret.preparing_animation.layers[1].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-raising.png"
turret.prepared_animation.layers[1].stripes[1].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-1.png"
turret.prepared_animation.layers[1].stripes[2].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-2.png"
turret.prepared_animation.layers[1].stripes[3].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-3.png"
turret.prepared_animation.layers[1].stripes[4].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-4.png"
turret.attacking_animation.layers[1].stripes[1].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-1.png"
turret.attacking_animation.layers[1].stripes[2].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-2.png"
turret.attacking_animation.layers[1].stripes[3].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-3.png"
turret.attacking_animation.layers[1].stripes[4].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-shooting-4.png"
turret.folding_animation.layers[1].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-raising.png"
turret.graphics_set.base_visualisation.animation.layers[1].filename =
Lignumis.graphics .. "entity/basic-gun-turret/basic-gun-turret-base.png"
turret.attack_parameters.range = 18
local turret_item = {
type = "item",
name = "basic-gun-turret",
icon = Lignumis.graphics .. "icons/basic-gun-turret.png",
subgroup = "turret",
order = "b[turret]-0[basic-gun-turret]",
inventory_move_sound = item_sounds.turret_inventory_move,
pick_sound = item_sounds.turret_inventory_pickup,
drop_sound = item_sounds.turret_inventory_move,
place_result = "basic-gun-turret",
stack_size = 50
}
local turret_recipe = {
type = "recipe",
name = "basic-gun-turret",
enabled = false,
energy_required = 8,
ingredients = {
{ type = "item", name = "wooden-gear-wheel", amount = 5 },
{ type = "item", name = "lumber", amount = 10 },
{ type = "item", name = "gold-plate", amount = 10 }
},
results = { { type = "item", name = "basic-gun-turret", amount = 1 } }
}
if settings.startup["lignumis-lumber-mill-more-recipes"].value then
turret_recipe.category = "wood-processing-or-assembling"
end
local turret_technology = {
type = "technology",
name = "basic-gun-turret",
icon = Lignumis.graphics .. "technology/basic-gun-turret.png",
icon_size = 256,
effects = {
{
type = "unlock-recipe",
recipe = "basic-gun-turret"
}
},
prerequisites = { "wood-science-pack" },
unit = {
count = 10,
ingredients = { { "wood-science-pack", 1 } },
time = 10
}
}
data:extend({
turret,
turret_item,
turret_recipe,
turret_technology
})

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local hit_effects = require("__base__.prototypes.entity.hit-effects")
local item_sounds = require("__base__.prototypes.item_sounds")
local item_tints = require("__base__.prototypes.item-tints")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
data:extend({
{
type = "radar",
name = "basic-radar",
icon = Lignumis.graphics .. "icons/basic-radar.png",
flags = { "placeable-player", "player-creation" },
minable = { mining_time = 0.1, result = "basic-radar" },
fast_replaceable_group = "small-radar",
max_health = 100,
corpse = "small-remnants",
dying_explosion = "inserter-explosion",
resistances = {
{
type = "fire",
percent = 70
},
{
type = "impact",
percent = 30
}
},
collision_box = { { -0.25, -0.25 }, { 0.25, 0.25 } },
selection_box = { { -0.5, -0.5 }, { 0.5, 0.5 } },
damaged_trigger_effect = hit_effects.entity(),
max_distance_of_sector_revealed = 0,
max_distance_of_nearby_sector_revealed = 1,
energy_per_sector = "1J",
energy_per_nearby_scan = "1J",
energy_source = {
type = "burner",
fuel_categories = { "chemical" },
effectivity = 1,
fuel_inventory_size = 1,
emissions_per_minute = { noise = 5 }
},
energy_usage = "25kW",
pictures = {
layers = {
{
filename = Lignumis.graphics .. "entity/basic-radar.png",
priority = "low",
width = 128,
height = 128,
apply_projection = false,
direction_count = 120,
line_length = 12,
shift = { 0.21, -0.2 },
scale = 0.35,
}
}
},
impact_category = "metal",
radius_minimap_visualisation_color = { 0.059, 0.092, 0.235, 0.275 },
rotation_speed = 0.0001,
is_military_target = false
},
{
type = "item",
name = "basic-radar",
icon = Lignumis.graphics .. "icons/basic-radar.png",
subgroup = "defensive-structure",
order = "d[radar]-0[basic-radar]",
inventory_move_sound = item_sounds.metal_large_inventory_move,
pick_sound = item_sounds.metal_large_inventory_pickup,
drop_sound = item_sounds.metal_large_inventory_move,
place_result = "basic-radar",
stack_size = 20,
random_tint_color = item_tints.iron_rust
},
{
type = "recipe",
name = "basic-radar",
category = "crafting-with-steam",
energy_required = 10,
ingredients = {
{ type = "item", name = "stone-brick", amount = 4 },
{ type = "item", name = "wooden-gear-wheel", amount = 4 },
{ type = "item", name = "gold-plate", amount = 4 },
{ type = "item", name = basic_circuit_board and "basic-circuit-board" or "gold-cable", amount = 4 }
},
results = { { type = "item", name = "basic-radar", amount = 1 } },
enabled = false
},
{
type = "technology",
name = "basic-radar",
icon = Lignumis.graphics .. "technology/basic-radar.png",
icon_size = 256,
effects = {
{
type = "unlock-recipe",
recipe = "basic-radar"
}
},
prerequisites = { "steam-science-pack" },
unit = {
count = 50,
ingredients = { { "wood-science-pack", 1 }, { "steam-science-pack", 1 } },
time = 10
}
}
})

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local item_sounds = require("__base__.prototypes.item_sounds")
local item_tints = require("__base__.prototypes.item-tints")
local vanilla_repair_pack = data.raw["repair-tool"]["repair-pack"]
vanilla_repair_pack.default_import_location = vanilla_repair_pack.default_import_location or "nauvis"
data:extend({
{
type = "repair-tool",
name = "basic-repair-pack",
icon = Lignumis.graphics .. "icons/basic-repair-pack.png",
subgroup = "tool",
order = "b[repair]-0[basic-repair-pack]",
inventory_move_sound = item_sounds.repair_pack_inventory_move,
pick_sound = item_sounds.repair_pack_inventory_pickup,
drop_sound = item_sounds.repair_pack_inventory_move,
speed = 1,
durability = 150,
stack_size = 100,
random_tint_color = item_tints.iron_rust,
default_import_location = "lignumis"
},
{
type = "recipe",
name = "basic-repair-pack",
enabled = false,
ingredients = {
{ type = "item", name = "gold-cable", amount = 4 },
{ type = "item", name = "wooden-gear-wheel", amount = 1 }
},
results = { { type = "item", name = "basic-repair-pack", amount = 1 } }
},
{
type = "technology",
name = "basic-repair-pack",
icon = Lignumis.graphics .. "technology/basic-repair-pack.png",
icon_size = 256,
effects = {
{
type = "unlock-recipe",
recipe = "basic-repair-pack"
}
},
prerequisites = { "wood-science-pack" },
unit = {
count = 25,
ingredients = { { "wood-science-pack", 1 } },
time = 10
}
}
})

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local item_sounds = require("__base__.prototypes.item_sounds")
local Technology = require("__cf-lib__/data/Technology")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
local gfx = Lignumis.graphics .. "entity/burner-agricultural-tower/"
local agricultural_tower = table.deepcopy(data.raw["agricultural-tower"]["agricultural-tower"])
agricultural_tower.name = "burner-agricultural-tower"
agricultural_tower.minable.result = "burner-agricultural-tower"
agricultural_tower.next_upgrade = "agricultural-tower"
agricultural_tower.corpses = "burner-agricultural-tower-remnants"
agricultural_tower.icons = { { icon = Lignumis.graphics .. "icons/burner-agricultural-tower.png", icon_size = 64 } }
agricultural_tower.graphics_set.animation.layers[1].filename = gfx .. "burner-agricultural-tower-base.png"
agricultural_tower.graphics_set.working_visualisations[1].animation.filename = gfx ..
"burner-agricultural-tower-base.png"
agricultural_tower.energy_source = {
type = "burner",
fuel_categories = { "chemical" },
effectivity = 1,
fuel_inventory_size = 1,
emissions_per_minute = { noise = 75 }
}
agricultural_tower.resistances = nil
agricultural_tower.input_inventory_size = 1
agricultural_tower.output_inventory_size = 3
agricultural_tower.radius = 2
if agricultural_tower.surface_conditions then
for _, condition in pairs(agricultural_tower.surface_conditions) do
if condition.property == "pressure" then
condition.min = 900
end
end
end
local crane = agricultural_tower.crane
crane.parts[1].rotated_sprite.filenames = { gfx .. "burner-agricultural-tower-crane-1-1.png", gfx ..
"burner-agricultural-tower-crane-1-2.png" }
crane.parts[2].rotated_sprite.filename = gfx .. "burner-agricultural-tower-crane-3.png"
crane.parts[3].rotated_sprite.filename = gfx .. "burner-agricultural-tower-crane-4.png"
crane.parts[4].rotated_sprite.filenames = { gfx .. "burner-agricultural-tower-crane-5-1.png", gfx ..
"burner-agricultural-tower-crane-5-2.png" }
crane.parts[5].rotated_sprite.filename = gfx .. "burner-agricultural-tower-crane-6.png"
crane.parts[6].rotated_sprite.filenames = { gfx .. "burner-agricultural-tower-crane-7-1.png", gfx ..
"burner-agricultural-tower-crane-7-2.png" }
crane.parts[7].rotated_sprite.filename = gfx .. "burner-agricultural-tower-crane-8.png"
crane.parts[8].sprite.filename = gfx .. "burner-agricultural-tower-crane-9.png"
crane.parts[9].sprite.filename = gfx .. "burner-agricultural-tower-crane-10.png"
crane.speed = {
arm = {
turn_rate = 0.001,
extension_speed = 0.0025
},
grappler = {
vertical_turn_rate = 0.001,
horizontal_turn_rate = 0.005,
extension_speed = 0.005,
allow_transpolar_movement = true
}
}
local remnants = table.deepcopy(data.raw["corpse"]["agricultural-tower-remnants"])
remnants.name = "burner-agricultural-tower-remnants"
remnants.icon = Lignumis.graphics .. "icons/burner-agricultural-tower.png"
remnants.animation.filename = gfx .. "burner-agricultural-tower-remnants.png"
remnants.order = "a[0-burner-agricultural-tower]"
data:extend({
agricultural_tower,
remnants,
{
type = "item",
name = "burner-agricultural-tower",
icon = Lignumis.graphics .. "icons/burner-agricultural-tower.png",
subgroup = "agriculture",
order = "0[burner-agricultural-tower]",
inventory_move_sound = item_sounds.mechanical_large_inventory_move,
pick_sound = item_sounds.mechanical_large_inventory_pickup,
drop_sound = item_sounds.mechanical_large_inventory_move,
place_result = "burner-agricultural-tower",
stack_size = 20,
default_import_location = "lignumis",
weight = 100 * kg
},
{
type = "recipe",
name = "burner-agricultural-tower",
category = "wood-processing-or-assembling",
energy_required = 10,
ingredients = {
{ type = "item", name = "stone-brick", amount = 5 },
{ type = "item", name = "wooden-gear-wheel", amount = 15 },
{ type = "item", name = "lumber", amount = 15 },
{ type = "item", name = "gold-plate", amount = basic_circuit_board and 10 or 20 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 10 } or nil
},
results = { { type = "item", name = "burner-agricultural-tower", amount = 1 } },
enabled = false
}
})
local tech = data.raw.technology["tree-seeding"]
table.insert(tech.effects, { type = "unlock-recipe", recipe = "burner-agricultural-tower" })
tech.prerequisites = { "wood-science-pack" }
tech.unit = {
count = 10,
ingredients = {
{ "wood-science-pack", 1 }
},
time = 10
}
tech.ignore_tech_cost_multiplier = true
data.raw.technology["fish-breeding"].prerequisites = { "agricultural-science-pack" }
data:extend({
{
type = "recipe",
name = "burner-agricultural-tower-copper",
category = "wood-processing-or-assembling",
localised_name = { "entity-name.burner-agricultural-tower" },
icons = {
{ icon = Lignumis.graphics .. "icons/burner-agricultural-tower.png" },
{ icon = basic_circuit_board and "__base__/graphics/icons/copper-plate.png" or "__base__/graphics/icons/electronic-circuit.png", scale = 0.25, shift = { 8, 8 } }
},
energy_required = 10,
ingredients = {
{ type = "item", name = "stone-brick", amount = 5 },
{ type = "item", name = "wooden-gear-wheel", amount = 15 },
{ type = "item", name = "lumber", amount = 15 },
{ type = "item", name = "copper-plate", amount = 10 },
{ type = "item", name = basic_circuit_board and "basic-circuit-board" or "electronic-circuit", amount = 10 }
},
results = { { type = "item", name = "burner-agricultural-tower", amount = 1 } },
enabled = false
}
})
Technology:new(basic_circuit_board and "copper-processing" or "electronics"):addRecipe("burner-agricultural-tower-copper")

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local item_sounds = require("__base__.prototypes.item_sounds")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
local gfx = Lignumis.graphics .. "entity/burner-assembling-machine/"
local assembling_machine = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-1"])
assembling_machine.name = "burner-assembling-machine"
assembling_machine.icons = { { icon = Lignumis.graphics .. "icons/burner-assembling-machine.png", icon_size = 64 } }
assembling_machine.minable.result = "burner-assembling-machine"
assembling_machine.next_upgrade = "steam-assembling-machine"
assembling_machine.corpse = "burner-assembling-machine-remnants"
assembling_machine.resistances = nil
assembling_machine.graphics_set.animation.layers[1].filename =
gfx .. "burner-assembling-machine.png"
assembling_machine.crafting_categories = {
"basic-crafting",
"crafting",
"electronics",
"pressing",
"wood-processing-or-assembling",
"organic-or-assembling",
"electronics-or-assembling",
"metallurgy-or-assembling"
}
assembling_machine.crafting_speed = 0.25
assembling_machine.energy_source = {
type = "burner",
fuel_categories = { "chemical" },
effectivity = 1,
fuel_inventory_size = 1,
emissions_per_minute = { noise = 50, pollution = 6 },
smoke = {
{
name = "smoke",
deviation = { 0.1, 0.1 },
frequency = 2,
position = { 0.0, -0.8 },
starting_vertical_speed = 0.08,
starting_frame_deviation = 60
}
}
}
assembling_machine.energy_usage = "75kW"
local remnants = table.deepcopy(data.raw["corpse"]["assembling-machine-1-remnants"])
remnants.name = "burner-assembling-machine-remnants"
remnants.icon = Lignumis.graphics .. "icons/burner-assembling-machine.png"
remnants.animation[1].filename = gfx .. "burner-assembling-machine-remnants.png"
remnants.animation[2].filename = gfx .. "burner-assembling-machine-remnants.png"
remnants.animation[3].filename = gfx .. "burner-assembling-machine-remnants.png"
remnants.order = "0[burner-assembling-machine]"
local crafting_category = settings.startup["lignumis-lumber-mill-more-recipes"].value and "wood-processing-or-assembling" or "crafting"
data:extend({
assembling_machine,
remnants,
{
type = "item",
name = "burner-assembling-machine",
icon = Lignumis.graphics .. "icons/burner-assembling-machine.png",
subgroup = "production-machine",
order = "0[burner-assembling-machine]",
inventory_move_sound = item_sounds.mechanical_inventory_move,
pick_sound = item_sounds.mechanical_inventory_pickup,
drop_sound = item_sounds.mechanical_inventory_move,
place_result = "burner-assembling-machine",
stack_size = 50
},
{
type = "recipe",
name = "burner-assembling-machine",
category = crafting_category,
enabled = false,
ingredients = {
{ type = "item", name = "wooden-gear-wheel", amount = 5 },
{ type = "item", name = "lumber", amount = 8 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 5 } or
{ type = "item", name = "gold-cable", amount = 10 }
},
results = { { type = "item", name = "burner-assembling-machine", amount = 1 } },
energy_required = 4
},
{
type = "technology",
name = "burner-automation",
icon = Lignumis.graphics .. "technology/burner-automation.png",
icon_size = 256,
effects = {
{
type = "unlock-recipe",
recipe = "burner-assembling-machine"
},
{
type = "unlock-recipe",
recipe = "burner-long-handed-inserter"
}
},
prerequisites = { "wood-science-pack" },
unit = {
count = 10,
ingredients = { { "wood-science-pack", 1 } },
time = 10
},
ignore_tech_cost_multiplier = true
}
})
if not basic_circuit_board then
data:extend({
{
type = "recipe",
name = "burner-assembling-machine-electronic-circuit",
category = crafting_category,
localised_name = { "entity-name.burner-assembling-machine" },
icons = {
{ icon = Lignumis.graphics .. "icons/burner-assembling-machine.png" },
{ icon = "__base__/graphics/icons/electronic-circuit.png", scale = 0.25, shift = { 8, 8 } }
},
enabled = false,
ingredients = {
{ type = "item", name = "wooden-gear-wheel", amount = 5 },
{ type = "item", name = "lumber", amount = 8 },
{ type = "item", name = "electronic-circuit", amount = 5 }
},
results = { { type = "item", name = "burner-assembling-machine", amount = 1 } },
energy_required = 4
}
})
table.insert(data.raw.technology["electronics"].effects, {
type = "unlock-recipe",
recipe = "burner-assembling-machine-electronic-circuit"
})
end

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local Technology = require("__cf-lib__/data/Technology")
local gfx = Lignumis.graphics .. "entity/burner-lamp/"
data:extend({
{
type = "recipe-category",
name = "lamp-burning"
},
{
name = "burner-lamp",
type = "assembling-machine",
minable = {
mining_time = 0.1,
result = "burner-lamp",
},
icon = Lignumis.graphics .. "icons/burner-lamp.png",
icon_size = 64,
icon_mipmaps = 4,
collision_mask = { layers = { object = true, water_tile = true, meltable = true, player = true } },
crafting_speed = 1,
crafting_categories = { "lamp-burning" },
fixed_recipe = "burner-lamp-burning",
dying_explosion = "lamp-explosion",
show_recipe_icon = false,
show_recipe_icon_on_map = false,
source_inventory_size = 1,
result_inventory_size = 1,
energy_source = {
emissions_per_minute = { pollution = 0.02 },
type = "burner",
fuel_inventory_size = 1,
burnt_inventory_size = 1,
fuel_categories = { "chemical" },
light_flicker = {
color = { 0, 0, 0, 0 }, -- to remove default burner glow
},
render_no_power_icon = false,
},
energy_usage = "9.6kW",
max_health = 100,
resistances = {
{
type = "fire",
percent = 95
},
},
corpse = "small-remnants",
flags = { "placeable-player", "placeable-neutral", "player-creation" },
collision_box = { { -0.15, -0.15 }, { 0.15, 0.15 } },
selection_box = { { -0.5, -0.5 }, { 0.5, 0.5 } },
graphics_set = {
animation = {
layers = {
{
draw_as_glow = false,
draw_as_light = false,
draw_as_shadow = false,
filename = gfx .. "burner-lamp-base.png",
height = 128,
priority = "high",
scale = 0.5,
shift = { 0, 0 },
width = 128,
x = 0,
y = 0
},
{
draw_as_glow = false,
draw_as_light = false,
draw_as_shadow = true,
filename = gfx .. "burner-lamp-shadow.png",
height = 128,
priority = "high",
scale = 0.5,
shift = { 0, 0 },
width = 128,
x = 0,
y = 0
}
}
},
working_visualisations = {
{
animation = {
animation_speed = 1,
blend_mode = "additive-soft",
draw_as_glow = true,
draw_as_light = false,
draw_as_shadow = false,
filename = gfx .. "burner-lamp-working.png",
frame_count = 30,
height = 128,
line_length = 6,
priority = "high",
scale = 0.5,
shift = { 0, 0 },
width = 128,
x = 0,
y = 0
},
light = {
color = { 1.0, 0.82, 0.5 },
intensity = 0.4,
size = 40,
type = "oriented",
picture = {
filename = gfx .. "light.png",
width = 256,
height = 256,
scale = 0.125
},
},
}
}
},
working_sound = {
sound = {
filename = "__base__/sound/furnace.ogg",
volume = 1.0
}
},
open_sound = {
filename = "__base__/sound/machine-open.ogg",
volume = 0.75
},
close_sound = {
filename = "__base__/sound/machine-close.ogg",
volume = 0.75
},
mined_sound = {
filename = "__base__/sound/deconstruct-bricks.ogg"
},
vehicle_impact_sound = {
filename = "__base__/sound/car-metal-impact.ogg",
volume = 0.65
},
squeak_behaviour = false,
},
{
type = "item",
name = "burner-lamp",
icon = Lignumis.graphics .. "icons/burner-lamp.png",
icon_size = 64,
icon_mipmaps = 4,
subgroup = "circuit-network", -- Copper lamp under circuit-network
order = "a[lamp]-b[copper-lamp]", -- Copper lamp after large lamp
place_result = "burner-lamp",
stack_size = 50,
weight = 20 * kg
},
{
name = "burner-lamp",
type = "recipe",
enabled = true,
ingredients = {
{ type = "item", name = "gold-plate", amount = 4 },
{ type = "item", name = "stone-brick", amount = 2 },
},
results = {
{ type = "item", name = "burner-lamp", amount = 1 }
},
subgroup = "circuit-network", -- Copper lamp under circuit-network
order = "a[lamp]-b[copper-lamp]", -- Place after large lamp
category = "crafting" -- Category for crafting
},
{
name = "burner-lamp-copper",
type = "recipe",
enabled = false,
localised_name = { "entity-name.burner-lamp" },
icons = {
{ icon = Lignumis.graphics .. "icons/burner-lamp.png" },
{ icon = "__base__/graphics/icons/copper-plate.png", scale = 0.25, shift = { 8, 8 } }
},
ingredients = {
{ type = "item", name = "copper-plate", amount = 4 },
{ type = "item", name = "stone-brick", amount = 2 },
},
results = {
{ type = "item", name = "burner-lamp", amount = 1 }
},
subgroup = "circuit-network", -- Copper lamp under circuit-network
order = "a[lamp]-b[copper-lamp]", -- Place after large lamp
category = "crafting" -- Category for crafting
},
-- Define the hidden burning recipe for the copper lamp
{
name = "burner-lamp-burning", -- Make sure this name matches the recipe you are referencing
type = "recipe",
enabled = true,
hidden = true,
hide_from_stats = true,
icon = Lignumis.graphics .. "icons/burner-lamp.png", -- Icon path for the recipe
icon_size = 64,
icon_mipmaps = 4,
category = "lamp-burning", -- Custom category for lamp burning
ingredients = {},
results = {},
subgroup = "other", -- Optional: Adjust this if needed
energy_required = 25000 / 60, -- Represents one "Factorio day"
}
})
Technology:new("copper-processing"):addRecipe("burner-lamp-copper")

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local item_sounds = require("__base__.prototypes.item_sounds")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
local gfx = Lignumis.graphics .. "entity/burner-long-handed-inserter/"
local long_handed_inserter = table.deepcopy(data.raw["inserter"]["long-handed-inserter"])
long_handed_inserter.name = "burner-long-handed-inserter"
long_handed_inserter.icon = Lignumis.graphics .. "icons/burner-long-handed-inserter.png"
long_handed_inserter.minable.result = "burner-long-handed-inserter"
long_handed_inserter.next_upgrade = "long-handed-inserter"
long_handed_inserter.corpse = "burner-long-handed-inserter-remnants"
long_handed_inserter.resistances = nil
long_handed_inserter.hand_base_picture.filename = gfx .. "burner-long-handed-inserter-hand-base.png"
long_handed_inserter.hand_closed_picture.filename = gfx .. "burner-long-handed-inserter-hand-closed.png"
long_handed_inserter.hand_open_picture.filename = gfx .. "burner-long-handed-inserter-hand-open.png"
long_handed_inserter.platform_picture.sheet.filename = gfx .. "burner-long-handed-inserter-platform.png"
long_handed_inserter.energy_per_movement = "70kJ"
long_handed_inserter.energy_per_rotation = "70kJ"
long_handed_inserter.energy_source = {
type = "burner",
fuel_categories = { "chemical" },
effectivity = 1,
fuel_inventory_size = 1,
initial_fuel = "coal",
initial_fuel_percent = 0.25,
light_flicker = { color = { 0, 0, 0 } },
smoke = {
{
name = "smoke",
deviation = { 0.1, 0.1 },
frequency = 9
}
}
}
long_handed_inserter.extension_speed = 0.035
long_handed_inserter.rotation_speed = 0.014
local remnants = table.deepcopy(data.raw["corpse"]["long-handed-inserter-remnants"])
remnants.name = "burner-long-handed-inserter-remnants"
remnants.icon = Lignumis.graphics .. "icons/burner-long-handed-inserter.png"
remnants.animation[1].filename = gfx .. "burner-long-handed-inserter-remnants.png"
remnants.animation[2].filename = gfx .. "burner-long-handed-inserter-remnants.png"
remnants.animation[3].filename = gfx .. "burner-long-handed-inserter-remnants.png"
remnants.animation[4].filename = gfx .. "burner-long-handed-inserter-remnants.png"
remnants.order = "a-c-0"
local crafting_category = settings.startup["lignumis-lumber-mill-more-recipes"].value and "wood-processing-or-assembling" or "crafting"
data:extend({
long_handed_inserter,
remnants,
{
type = "item",
name = "burner-long-handed-inserter",
icon = Lignumis.graphics .. "icons/burner-long-handed-inserter.png",
subgroup = "inserter",
color_hint = { text = "L" },
order = "b0[burner-long-handed-inserter]",
inventory_move_sound = item_sounds.inserter_inventory_move,
pick_sound = item_sounds.inserter_inventory_pickup,
drop_sound = item_sounds.inserter_inventory_move,
place_result = "burner-long-handed-inserter",
stack_size = 50
},
{
type = "recipe",
name = "burner-long-handed-inserter",
category = crafting_category,
enabled = false,
ingredients = {
{ type = "item", name = "wooden-gear-wheel", amount = 1 },
{ type = "item", name = "burner-inserter", amount = 1 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 1 } or
{ type = "item", name = "gold-cable", amount = 2 }
},
results = { { type = "item", name = "burner-long-handed-inserter", amount = 1 } }
}
})

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require("item-subgroups")
require("technology")
require("lignumis/planet")
require("lignumis/autoplace-controls")
require("wooden-gearwheel")
require("peat")
require("wood-lab")
require("wood-science")
require("burner-agricultural-tower")
require("burner-assembling-machine")
require("burner-lamp")
require("burner-long-handed-inserter")
require("lumber-mill")
require("gold")
require("deep-miner")
require("desiccation-furnace")
require("steam-assembling-machine")
require("steam-science")
require("wood-liquefaction")
require("wooden-rocket-silo")
require("basic-gun-turret")
require("fuel-category")
require("basic-construction-robots")
require("lumber")
require("wood-logistics")
require("basic-repair-pack")
require("basic-radar")
require("mid-game-recipes")
require("active-noise-cancelling-tower")
require("quality-assembler")
require("decoratives")
require("wood-military")
require("basic-circuit-board")
require("enemies")
require("noise")

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local sounds = require("__base__.prototypes.entity.sounds")
data:extend({
{
name = "gold-rock-cluster",
type = "optimized-decorative",
order = "a[lignumis]-a[decorative]-a[gold-rock-clusters]",
collision_box = { { -1, -1 }, { 1, 1 } },
collision_mask = { layers = { water_tile = true, doodad = true }, colliding_with_tiles_only = true },
render_layer = "decorative",
walking_sound = sounds.sand,
autoplace = {
order = "d[ground-surface]-b[sulfur-rock]-b[cluster]",
placement_density = 1,
probability_expression =
"basis_noise{x = x, y = y, seed0 = map_seed, seed1 = 3000000, input_scale = 1/8, output_scale = 1/4}",
tile_restriction = { "natural-gold-soil" }
},
pictures = get_decal_pictures(
"__space-age__/graphics/decorative/tiny-volcanic-rock-cluster/tiny-volcanic-rock-cluster-", "", 128, 8,
{ 0.788, 0.627, 0.167 }, true)
}
})

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local DeepMinerFactory = require(MF.buildings .. "CoreExtractor")
local DeepMiner = DeepMinerFactory("deep-miner")
local entity = DeepMiner.EntityBuilder:new():build({
resource_searching_radius = 0.49,
energy_usage = "25MW",
mining_speed = 7.5,
energy_source = {
emissions_per_minute = { noise = 2000 }
},
resource_drain_rate_percent = 75
})
entity.resource_categories = { "deep-mining" }
data:extend({ entity })
DeepMiner.ItemBuilder:new()
:itemsPerRocket(1)
:apply({
subgroup = "extraction-machine",
order = "a[items]-d[deep-miner]"
})
DeepMiner.RecipeBuilder:new()
:ingredients({
{ type = "item", name = "processing-unit", amount = 100 },
{ type = "item", name = "electric-engine-unit", amount = 100 },
{ type = "item", name = "steel-plate", amount = 200 },
{ type = "item", name = "concrete", amount = 50 }
})
:apply({
category = "metallurgy-or-assembling"
})
DeepMiner.TechnologyBuilder:new()
:prerequisites({ "space-science-pack" })
:count(500)
:ingredients({
{ "automation-science-pack", 1 },
{ "logistic-science-pack", 1 },
{ "chemical-science-pack", 1 },
{ "space-science-pack", 1 }
})
:time(60)
:apply()

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local item_sounds = require("__base__.prototypes.item_sounds")
local pipecovers = require("prototypes/content/gold/pipecovers")
local machinepipes = require("prototypes/content/gold/machinepipes")
local furnace = table.deepcopy(data.raw.furnace["stone-furnace"])
furnace.name = "desiccation-furnace"
furnace.icons = {
{ icon = Lignumis.graphics .. "icons/stone-furnace.png" },
{ icon = "__base__/graphics/icons/fluid/steam.png", scale = 0.25, shift = { 8, -8 } }
}
furnace.fluid_boxes = {
{
volume = 200,
pipe_picture = machinepipes(),
pipe_covers = pipecovers(),
pipe_connections = {
{ flow_direction = "output", direction = defines.direction.east, position = { 0.5, 0.5 } }
},
production_type = "output"
}
}
furnace.crafting_categories = { "desiccation" }
furnace.minable.result = "desiccation-furnace"
furnace.graphics_set.animation.layers[1].filename = Lignumis.graphics .. "entity/stone-furnace/stone-furnace.png"
furnace.fluid_boxes[1].pipe_covers.north.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-north.png"
furnace.fluid_boxes[1].pipe_covers.east.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-east.png"
furnace.fluid_boxes[1].pipe_covers.south.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-south.png"
furnace.fluid_boxes[1].pipe_covers.west.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-west.png"
local furnace_item = {
type = "item",
name = "desiccation-furnace",
icons = {
{ icon = Lignumis.graphics .. "icons/stone-furnace.png" },
{ icon = "__base__/graphics/icons/fluid/steam.png", scale = 0.25, shift = { 8, -8 } }
},
subgroup = "smelting-machine",
order = "a[stone-furnace]-ab[desiccation]",
inventory_move_sound = item_sounds.brick_inventory_move,
pick_sound = item_sounds.brick_inventory_pickup,
drop_sound = item_sounds.brick_inventory_move,
place_result = "desiccation-furnace",
stack_size = 50
}
local furnace_recipe = {
type = "recipe",
name = "desiccation-furnace",
ingredients = {
{ type = "item", name = "stone-furnace", amount = 1 },
{ type = "item", name = "gold-pipe", amount = 2 }
},
results = { { type = "item", name = "desiccation-furnace", amount = 1 } },
enabled = false
}
data:extend({
{
type = "recipe-category",
name = "desiccation"
},
furnace,
furnace_item,
furnace_recipe
})

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local particle_animations = require("__space-age__/prototypes/particle-animations")
local base_sounds = require("__base__.prototypes.entity.sounds")
local space_age_sounds = require("__space-age__.prototypes.entity.sounds")
local simulations = require("__space-age__.prototypes.factoriopedia-simulations")
local biter_ai_settings = require("__base__.prototypes.entity.biter-ai-settings")
local blood_particles = {
"blood-particle-small",
}
for _, particle_name in ipairs(blood_particles) do
local new_particle = table.deepcopy(data.raw["optimized-particle"][particle_name])
local scale = new_particle.pictures.sheet.scale
local shift = new_particle.pictures.sheet.shift
new_particle.name = "lignumis-" .. particle_name
new_particle.pictures = {
sheet = {
filename = "__space-age__/graphics/particle/gleba-blood-particle/gleba-blood-particle.png",
line_length = 12,
width = 32,
height = 24,
frame_count = 12,
variation_count = 7,
scale = scale * 0.25,
shift = shift
}
}
data:extend({ new_particle })
end
function gleba_hit_effects(offset_deviation, offset)
local offset = offset or { 0, 0 }
return {
type = "create-entity",
entity_name = "gleba-enemy-damaged-explosion",
offset_deviation = offset_deviation or { { -0.5, -0.5 }, { 0.5, 0.5 } },
offsets = { offset },
damage_type_filters = "fire"
}
end
function wriggler_spritesheet(name, frames, speed, scale, tint, flag)
speed = speed or 1.0
local is_shadow = string.sub(name, -string.len("-shadow")) == "-shadow"
local is_decay = string.find(name, "decay")
if is_decay and is_shadow then return nil end
return util.sprite_load("__space-age__/graphics/entity/wriggler/wriggler-" .. name,
{
slice = 5,
frame_count = frames,
direction_count = 16,
scale = 0.5 * 1.2 * scale,
multiply_shift = scale,
animation_speed = speed,
draw_as_shadow = is_shadow,
tint_as_overlay = tint and true or nil,
tint = tint,
flags = (not is_shadow) and { flag } or nil,
surface = "gleba",
usage = "enemy"
}
)
end
function wriggler_corpse_spritesheet(name, frames, speed, scale, tint)
return wriggler_spritesheet(name, frames, speed, scale, tint, "corpse-decay")
end
local default_ended_in_water_trigger_effect = function()
return {
{
type = "create-particle",
probability = 1,
affects_target = false,
show_in_tooltip = false,
particle_name = "tintable-water-particle",
apply_tile_tint = "secondary",
offset_deviation = { { -0.05, -0.05 }, { 0.05, 0.05 } },
initial_height = 0,
initial_height_deviation = 0.02,
initial_vertical_speed = 0.05,
initial_vertical_speed_deviation = 0.05,
speed_from_center = 0.01,
speed_from_center_deviation = 0.006,
frame_speed = 1,
frame_speed_deviation = 0,
tail_length = 2,
tail_length_deviation = 1,
tail_width = 3
},
{
type = "create-particle",
repeat_count = 10,
repeat_count_deviation = 6,
probability = 0.03,
affects_target = false,
show_in_tooltip = false,
particle_name = "tintable-water-particle",
apply_tile_tint = "primary",
offsets = {
{ 0, 0 },
{ 0.01563, -0.09375 },
{ 0.0625, 0.09375 },
{ -0.1094, 0.0625 }
},
offset_deviation = { { -0.2969, -0.1992 }, { 0.2969, 0.1992 } },
initial_height = 0,
initial_height_deviation = 0.02,
initial_vertical_speed = 0.053,
initial_vertical_speed_deviation = 0.005,
speed_from_center = 0.02,
speed_from_center_deviation = 0.006,
frame_speed = 1,
frame_speed_deviation = 0,
tail_length = 9,
tail_length_deviation = 0,
tail_width = 1
},
{
type = "play-sound",
sound = base_sounds.small_splash
}
}
end
local make_particle = function(params)
if not params then error("No params given to make_particle function") end
local name = params.name or error("No name given")
local ended_in_water_trigger_effect = params.ended_in_water_trigger_effect or default_ended_in_water_trigger_effect()
if params.ended_in_water_trigger_effect == false then
ended_in_water_trigger_effect = nil
end
local particle = {
type = "optimized-particle",
name = name,
life_time = params.life_time or (60 * 15),
fade_away_duration = params.fade_away_duration,
render_layer = params.render_layer or "projectile",
render_layer_when_on_ground = params.render_layer_when_on_ground or "corpse",
regular_trigger_effect_frequency = params.regular_trigger_effect_frequency or 2,
regular_trigger_effect = params.regular_trigger_effect,
ended_in_water_trigger_effect = ended_in_water_trigger_effect,
pictures = params.pictures,
shadows = params.shadows,
draw_shadow_when_on_ground = params.draw_shadow_when_on_ground,
movement_modifier_when_on_ground = params.movement_modifier_when_on_ground,
movement_modifier = params.movement_modifier,
vertical_acceleration = params.vertical_acceleration,
mining_particle_frame_speed = params.mining_particle_frame_speed,
}
return particle
end
local function lerp_color(a, b, amount)
return {
a[1] + amount * (b[1] - a[1]),
a[2] + amount * (b[2] - a[2]),
a[3] + amount * (b[3] - a[3]),
a[4] + amount * (b[4] - a[4]),
}
end
function make_wriggler(prefix, scale, health, damage, tints, factoriopedia_simulation, factoriopedia_simulation_premature,
sounds)
-- Premature version loses health so that the swarm will get removed (more efficient).
-- Spawner-spawned versions are stable so that the area is not full of corpses.
local tint_mask = tints.mask
local tint_body = tints.body
local function attack_parameters()
local cooldown = 26
return {
ammo_category = "melee",
ammo_type = {
target_type = "entity",
action = {
type = "direct",
action_delivery = {
type = "instant",
target_effects = {
{
type = "damage",
damage = { amount = 5 * damage, type = "physical" }
}
}
}
}
},
animation = {
layers = {
wriggler_spritesheet("attack", 19, 0.48, scale, tint_body),
wriggler_spritesheet("attack-tint", 19, 0.48, scale, tint_mask),
wriggler_spritesheet("attack-shadow", 19, 0.48, scale),
}
},
cooldown = cooldown,
cooldown_deviation = 0.1,
range = 1.8 * scale,
range_mode = "bounding-box-to-bounding-box",
sound = sounds.attack_sound,
type = "projectile"
}
end
local wriggler = {
type = "unit",
name = prefix .. "wriggler-pentapod-premature",
icon = Lignumis.graphics .. "icons/" .. prefix .. "wriggler.png",
subgroup = "enemies",
order = "gleba-a-wriggler-" .. tostring(scale),
factoriopedia_simulation = factoriopedia_simulation_premature,
collision_box = { { -0.2 * scale, -0.2 * scale }, { 0.2 * scale, 0.2 * scale } },
sticker_box = { { -0.5 * scale, -0.5 * scale }, { 0.5 * scale, 0.5 * scale } },
selection_box = { { -0.9 * scale, -0.9 * scale }, { 0.9 * scale, 0.9 * scale } },
collision_mask = { layers = { player = true, train = true, is_object = true }, not_colliding_with_itself = true },
flags = { "placeable-player", "placeable-enemy", "placeable-off-grid", "not-repairable", "breaths-air" },
absorptions_to_join_attack = { noise = 1 },
ai_settings = biter_ai_settings,
attack_parameters = attack_parameters(),
corpse = prefix .. "wriggler-pentapod-corpse",
damaged_trigger_effect = gleba_hit_effects(),
distance_per_frame = 0.125,
distraction_cooldown = 300,
dying_explosion = prefix .. "wriggler-die",
dying_sound = sounds.dying_sound,
healing_per_tick = -health / 1 / 60,
impact_category = "organic",
max_health = health,
max_pursue_distance = 30,
min_pursue_time = 300,
movement_speed = 0.15 * (1 + (scale - 1) / 2),
run_animation = {
layers = {
wriggler_spritesheet("run", 21, 0.48, scale, tint_body),
wriggler_spritesheet("run-tint", 21, 0.48, scale, tint_mask),
wriggler_spritesheet("run-shadow", 21, 0.48, scale),
}
},
running_sound_animation_positions = { 2 },
vision_distance = 20,
water_reflection = {
orientation_to_variation = false,
rotate = true,
pictures = {
filename = "__base__/graphics/entity/biter/biter-reflection.png",
height = 28,
priority = "extra-high",
scale = 2.5 * scale,
shift = { 0.15625, 0.46875 },
variation_count = 1,
width = 20
}
},
walking_sound = sounds.walking_sound,
working_sound = sounds.working_sound,
warcry = sounds.warcry,
}
local wriggler_stable = table.deepcopy(wriggler)
wriggler_stable.name = prefix .. "wriggler-pentapod"
wriggler_stable.factoriopedia_simulation = factoriopedia_simulation
wriggler_stable.healing_per_tick = health / 500 / 60
wriggler_stable.absorptions_to_join_attack = { noise = 1 }
wriggler_stable.attack_parameters = attack_parameters()
local wriggler_corpse = {
type = "corpse",
name = prefix .. "wriggler-pentapod-corpse",
icon = Lignumis.graphics .. "icons/" .. prefix .. "wriggler-corpse.png",
subgroup = "corpses",
order = "c[corpse]-d[gleba-enemies-corpses]-d[wriggler]" .. tostring(scale),
hidden_in_factoriopedia = true,
selection_box = { { -0.8, -0.8 }, { 0.8, 0.8 } },
selectable_in_game = false,
animation = {
layers = {
wriggler_corpse_spritesheet("death", 17, 0.48, scale, tint_body),
wriggler_corpse_spritesheet("death-tint", 17, 0.48, scale, tint_mask),
wriggler_corpse_spritesheet("death-shadow", 17, 0.48, scale),
}
},
decay_animation = {
layers = {
wriggler_corpse_spritesheet("decay", 9, nil, scale, tint_body),
wriggler_corpse_spritesheet("decay-tint", 9, nil, scale, tint_mask),
wriggler_corpse_spritesheet("decay-shadow", 9, nil, scale),
}
},
dying_speed = 0.015 / scale,
decay_frame_transition_duration = 150,
time_before_removed = 1 * 60 * 60, -- 1 minute
use_decay_layer = true,
direction_shuffle = { { 1, 2, 3, 16 }, { 4, 5, 6, 7 }, { 8, 9, 10, 11 }, { 12, 13, 14, 15 } },
shuffle_directions_at_frame = 0,
final_render_layer = "lower-object-above-shadow",
flags = {
"placeable-neutral",
"placeable-off-grid",
"building-direction-8-way",
"not-repairable",
"not-on-map"
},
ground_patch = {
sheet =
util.sprite_load("__space-age__/graphics/entity/wriggler/blood-puddle-var-main",
{
flags = { "low-object" },
variation_count = 4,
scale = 0.4 * scale,
multiply_shift = 0.125,
}
)
},
ground_patch_fade_in_delay = 20,
ground_patch_fade_in_speed = 0.002,
ground_patch_fade_out_duration = 50 * 60 / 7.5,
ground_patch_fade_out_start = 50 * 60 / 7.5,
ground_patch_render_layer = "decals"
}
local wrigger_explosion = {
type = "explosion",
name = prefix .. "wriggler-die",
scale = 0.25,
icon = "__space-age__/graphics/icons/medium-wriggler-corpse.png",
order = "a[corpse]-f[wriggler]",
flags = { "not-on-map" },
hidden = true,
subgroup = "enemy-death-explosions",
animations = util.empty_sprite(),
created_effect = {
type = "direct",
action_delivery = {
type = "instant",
target_effects = {
{
type = "create-particle",
repeat_count = 13,
repeat_count_deviation = 1,
probability = 1,
affects_target = false,
show_in_tooltip = false,
particle_name = "lignumis-blood-particle-small",
offsets = { { 0, 0 } },
offset_deviation = { { -0.5, -0.5 }, { 0.5, 0.5 } },
initial_height = 0.1,
initial_height_deviation = 0.1,
initial_vertical_speed = 0.009,
initial_vertical_speed_deviation = 0.009,
speed_from_center = 0.05,
speed_from_center_deviation = 0.05,
frame_speed = 1,
frame_speed_deviation = 0,
tail_length = 5,
tail_length_deviation = 5,
tail_width = 3,
rotate_offsets = false
},
{
type = "create-particle",
repeat_count = 12,
repeat_count_deviation = 3,
probability = 1,
affects_target = false,
show_in_tooltip = false,
particle_name = "lignumis-blood-particle-small",
offsets = {
{ 0, -0.4 },
{ 0, 0.5 },
{ 0, 0.6 }
},
offset_deviation = { { -0.25, -0.25 }, { 0.25, 0.25 } },
initial_height = 0.1,
initial_height_deviation = 0.1,
initial_vertical_speed = 0.055,
initial_vertical_speed_deviation = 0.075,
speed_from_center = 0.03,
speed_from_center_deviation = 0.03,
frame_speed = 1,
frame_speed_deviation = 0,
tail_length = 52,
tail_length_deviation = 25,
tail_width = 3,
rotate_offsets = false
},
{
type = "play-sound",
sound = base_sounds.medium_gore
},
}
}
}
}
data:extend {
--wriggler,
wriggler_stable,
wriggler_corpse,
wrigger_explosion,
make_particle
{
name = prefix .. "wriggler-skin-particle",
life_time = 300,
pictures = particle_animations.get_pentpod_skin_particles_small({ scale = 1 * scale, tint = lerp_color(tint_mask, { 255, 255, 255, 255 }, 0.7) }),
shadows = particle_animations.get_pentpod_skin_particles_small({ scale = 1 * scale, tint = shadowtint(), shift = util.by_pixel(1, 0) }),
ended_in_water_trigger_effect = default_ended_in_water_trigger_effect(),
render_layer_when_on_ground = "lower-object-above-shadow"
},
}
end
local function fade(tint, amount) -- fades to minimal opacity grey. Low opacity is good for the mask to let the base layer show htough (instead of having a grey mask)
return lerp_color(tint, { 1, 1, 1, 2 }, amount)
end
local function grey_overlay(tint, amount) -- fades to opaque grey. Full opacity is required for body.
return lerp_color(tint, { 127, 127, 127, 255 }, amount)
end
-- mask tint is vibrant and only on the mask
-- body tint applies to the whole body and should be near 127 grey, just adds a hint of saturation
local gleba_small_mask_tint = { 103, 151, 11, 255 }
local gleba_small_body_tint = { 125, 124, 111, 255 }
make_wriggler("lignumis-small-", 0.2, 10, 0.1,
{
mask = fade(lerp_color(gleba_small_mask_tint, { 255, 200, 0, 255 }, 0.2), 0.2),
body = grey_overlay(lerp_color(gleba_small_body_tint, { 255, 0, 0, 255 }, 0.2), 0.2)
},
simulations.factoriopedia_gleba_enemy_small_wriggler,
simulations.factoriopedia_gleba_enemy_small_wriggler_premature,
space_age_sounds.wriggler_pentapod.small
)
make_wriggler("lignumis-medium-", 0.5, 50, 1,
{
mask = fade(lerp_color(gleba_small_mask_tint, { 255, 200, 0, 255 }, 0.4), 0.2),
body = grey_overlay(lerp_color(gleba_small_body_tint, { 255, 0, 0, 255 }, 0.4), 0.2)
},
simulations.factoriopedia_gleba_enemy_small_wriggler,
simulations.factoriopedia_gleba_enemy_small_wriggler_premature,
space_age_sounds.wriggler_pentapod.small
)
data:extend({
{
type = "noise-expression",
name = "enemy_lignumis_intensity",
-- biter placement stops increasing in "intensity" after 75 chunks (2400 tiles)
expression = "clamp(distance, 0, 2400) / 325"
},
{
type = "noise-expression",
name = "enemy_lignumis_radius",
expression = "sqrt(var('control:lignumis_enemy_base:size')) * (15 + 4 * enemy_lignumis_intensity)"
},
{
type = "noise-expression",
name = "enemy_lignumis_frequency",
-- bases_per_km2 = 10 + 3 * enemy_lignumis_intensity
expression = "(0.00001 + 0.000003 * enemy_lignumis_intensity) * var('control:lignumis_enemy_base:frequency')"
},
{
type = "noise-expression",
name = "enemy_lignumis_probability",
expression = "spot_noise{x = x,\z
y = y,\z
density_expression = spot_quantity_expression * max(0, enemy_lignumis_frequency),\z
spot_quantity_expression = spot_quantity_expression,\z
spot_radius_expression = spot_radius_expression,\z
spot_favorability_expression = 1,\z
seed0 = map_seed,\z
seed1 = 123,\z
region_size = 512,\z
candidate_point_count = 100,\z
hard_region_target_quantity = 0,\z
basement_value = -1000,\z
maximum_spot_basement_radius = 128} + \z
(blob(1/8, 1) + blob(1/24, 1) + blob(1/64, 2) - 0.5) * spot_radius_expression / 150 * \z
(0.1 + 0.9 * clamp(distance / 3000, 0, 1)) - 0.3 + min(0, 20 / starting_area_radius * distance - 20)",
local_expressions =
{
spot_radius_expression = "max(0, enemy_lignumis_radius)",
spot_quantity_expression = "pi/90 * spot_radius_expression ^ 3"
},
local_functions =
{
blob =
{
parameters = { "input_scale", "output_scale" },
expression =
"basis_noise{x = x, y = y, seed0 = map_seed, seed1 = 123, input_scale = input_scale, output_scale = output_scale}"
}
}
},
{
type = "noise-function",
name = "enemy_autoplace_lignumis",
parameters = { "distance_factor", "seed" },
expression = "random_penalty{x = x + seed,\z
y = y,\z
source = min(enemy_lignumis_probability * max(0, 1 + 0.002 * distance_factor * (-312 * distance_factor - starting_area_radius + distance)),\z
0.25 + distance_factor * 0.05),\z
amplitude = 0.1}"
}
})
local function lignumis_spawner_autoplace(probability_expression, order)
return {
control = "lignumis_enemy_base",
order = order,
force = "enemy",
probability_expression = probability_expression,
richness_expression = 1
}
end
local spawner = table.deepcopy(data.raw["unit-spawner"]["gleba-spawner-small"])
table.assign(spawner, {
name = "lignumis-spawner-small",
result_units = {
{ "lignumis-small-wriggler-pentapod", { { 0.0, 0.9 }, { 0.5, 0.9 }, { 0.6, 0.5 } } },
{ "lignumis-medium-wriggler-pentapod", { { 0.1, 0 }, { 0.4, 0 }, { 1, 0.9 } } }
},
max_count_of_owned_units = 7,
max_friends_around_to_spawn = 5,
spawning_spacing = 3,
max_spawn_shift = 0,
max_richness_for_spawn_shift = 100,
resistances = {},
healing_per_tick = 1 / 60,
spawning_cooldown = { 60, 20 },
spawning_radius = 4,
call_for_help_radius = 20,
autoplace = lignumis_spawner_autoplace("enemy_autoplace_lignumis(0, 548)", "b[enemy]-0[spawner]"),
absorptions_per_second = { noise = { absolute = 40, proportional = 0.01 } },
})
spawner.collision_mask = nil
spawner.loot = nil
spawner.dying_trigger_effect[1].entity_name = "lignumis-small-wriggler-pentapod"
data:extend({ spawner })

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-- Override science packs in final fixes in the case other mods add their science packs to all labs in a generic way
data.raw.lab["wood-lab"].inputs = {
"wood-science-pack",
"steam-science-pack",
"automation-science-pack",
"logistic-science-pack"
}

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data.raw.item["wood"].fuel_category = "wood"
data.raw.item["lumber"].fuel_category = "wood"
data.raw.item["tree-seed"].fuel_category = "wood"
data.raw.item["wooden-wall"].fuel_category = "wood"
-- Update burner inserters initial fuel
for _, inserter in pairs(data.raw["inserter"]) do
if inserter.energy_source and inserter.energy_source.initial_fuel == "wood" then
inserter.energy_source.initial_fuel = "coal"
end
end
-- Update energy source fuel categories for buildings that should still use wood as fuel
local blacklist = {}
function update_fuel_categories(t)
for _, entity in pairs(t) do
for _, energy_source in pairs({ "energy_source", "burner" }) do
if entity[energy_source]
and entity[energy_source].type == "burner"
and not table.contains(blacklist, entity.name)
and entity[energy_source].fuel_categories
and table.contains(entity[energy_source].fuel_categories, "chemical")
then
table.insert(entity[energy_source].fuel_categories, "wood")
end
end
end
end
-- Add more if incompatibilities arise
update_fuel_categories(data.raw["boiler"])
update_fuel_categories(data.raw["reactor"])
update_fuel_categories(data.raw["car"])
update_fuel_categories(data.raw["locomotive"])
update_fuel_categories(data.raw["generator-equipment"])
update_fuel_categories(data.raw["burner-generator"])

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data:extend({
{
type = "fuel-category",
name = "wood"
}
})

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require("gold/stromatolite")
require("gold/tiles")
require("gold/resource")
require("gold/intermediates")
require("gold/pipes")

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local item_sounds = require("__base__.prototypes.item_sounds")
local Technology = require("__cf-lib__/data/Technology")
data:extend({
{
type = "item",
name = "gold-plate",
icon = Lignumis.graphics .. "icons/gold-plate.png",
subgroup = "raw-material",
color_hint = { text = "C" },
order = "a[smelting]-0[gold-plate]",
inventory_move_sound = item_sounds.metal_small_inventory_move,
pick_sound = item_sounds.metal_small_inventory_pickup,
drop_sound = item_sounds.metal_small_inventory_move,
stack_size = 100,
enabled = true
},
{
type = "recipe",
name = "gold-plate",
category = "smelting",
energy_required = 3.2,
ingredients = { { type = "item", name = "gold-ore", amount = 1 } },
results = { { type = "item", name = "gold-plate", amount = 1 } },
allow_productivity = true
},
{
type = "item",
name = "gold-cable",
icon = Lignumis.graphics .. "icons/gold-cable.png",
subgroup = "intermediate-product",
order = "a[basic-intermediates]-b0[gold-cable]",
inventory_move_sound = item_sounds.wire_inventory_move,
pick_sound = item_sounds.wire_inventory_pickup,
drop_sound = item_sounds.wire_inventory_move,
stack_size = 200,
weight = 0.25 * kg,
ingredient_to_weight_coefficient = 0.25
},
{
type = "recipe",
name = "gold-cable",
category = "crafting",
additional_categories = { "electromagnetics" },
ingredients = { { type = "item", name = "gold-plate", amount = 1 } },
results = { { type = "item", name = "gold-cable", amount = 2 } },
allow_productivity = true
},
{
type = "fluid",
name = "molten-gold",
icon = Lignumis.graphics .. "icons/molten-gold.png",
subgroup = "fluid",
order = "b[new-fluid]-0[lignumis]-a[molten-gold]",
default_temperature = 1500,
max_temperature = 2000,
heat_capacity = "0.01kJ",
base_color = { 210, 149, 34 },
flow_color = { 210, 149, 34 },
auto_barrel = false
},
{
type = "recipe",
name = "molten-gold",
category = "metallurgy",
subgroup = "vulcanus-processes",
order = "a[melting]-d[molten-gold]",
auto_recycle = false,
enabled = false,
ingredients = {
{ type = "item", name = "gold-ore", amount = 50 },
{ type = "item", name = "calcite", amount = 1 },
},
energy_required = 32,
results = {
{ type = "fluid", name = "molten-gold", amount = 500 },
},
allow_productivity = true,
hide_from_signal_gui = false,
main_product = "molten-gold"
},
{
type = "recipe",
name = "casting-gold",
category = "metallurgy",
subgroup = "vulcanus-processes",
order = "b[casting]-c[casting-gold]",
icon = Lignumis.graphics .. "icons/casting-gold.png",
enabled = false,
ingredients = {
{ type = "fluid", name = "molten-gold", amount = 20, fluidbox_multiplier = 10 },
},
energy_required = 3.2,
allow_decomposition = false,
results = { { type = "item", name = "gold-plate", amount = 2 } },
allow_productivity = true
}
})
local foundry_technology = Technology:new("foundry")
foundry_technology:addRecipe("casting-gold")
foundry_technology:addRecipe("molten-gold")

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return function()
return
{
north =
{
filename = Lignumis.graphics .. "entity/gold-pipe/machine-gold-pipe-N.png",
priority = "extra-high",
width = 71,
height = 38,
shift = util.by_pixel(2.25, 13.5),
scale = 0.5
},
east =
{
filename = Lignumis.graphics .. "entity/gold-pipe/machine-gold-pipe-E.png",
priority = "extra-high",
width = 42,
height = 76,
shift = util.by_pixel(-24.5, 1),
scale = 0.5
},
south =
{
filename = Lignumis.graphics .. "entity/gold-pipe/machine-gold-pipe-S.png",
priority = "extra-high",
width = 88,
height = 61,
shift = util.by_pixel(0, -31.25),
scale = 0.5
},
west =
{
filename = Lignumis.graphics .. "entity/gold-pipe/machine-gold-pipe-W.png",
priority = "extra-high",
width = 39,
height = 73,
shift = util.by_pixel(25.75, 1.25),
scale = 0.5
}
}
end

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return function()
return
{
north = {
layers = {
{
filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-north.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5
},
{
filename = "__base__/graphics/entity/pipe-covers/pipe-cover-north-shadow.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5,
draw_as_shadow = true
}
}
},
east = {
layers = {
{
filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-east.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5
},
{
filename = "__base__/graphics/entity/pipe-covers/pipe-cover-east-shadow.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5,
draw_as_shadow = true
}
}
},
south = {
layers = {
{
filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-south.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5
},
{
filename = "__base__/graphics/entity/pipe-covers/pipe-cover-south-shadow.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5,
draw_as_shadow = true
}
}
},
west = {
layers = {
{
filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-west.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5
},
{
filename = "__base__/graphics/entity/pipe-covers/pipe-cover-west-shadow.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5,
draw_as_shadow = true
}
}
}
}
end

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local item_sounds = require("__base__.prototypes.item_sounds")
local item_tints = require("__base__.prototypes.item-tints")
local hit_effects = require("__base__.prototypes.entity.hit-effects")
local sounds = require("__base__.prototypes.entity.sounds")
local pipecovers = require("prototypes/content/gold/pipecovers")
function make_rotated_animation_variations_from_sheet(variation_count, sheet) --makes remnants work with more than 1 variation
local result = {}
local function set_y_offset(variation, i)
local frame_count = variation.frame_count or 1
local line_length = variation.line_length or frame_count
if (line_length < 1) then
line_length = frame_count
end
local height_in_frames = math.floor((frame_count * variation.direction_count + line_length - 1) / line_length)
-- if (height_in_frames ~= 1) then
-- log("maybe broken sheet: h=" .. height_in_frames .. ", vc=" .. variation_count .. ", " .. variation.filename)
-- end
variation.y = variation.height * (i - 1) * height_in_frames
end
for i = 1, variation_count do
local variation = util.table.deepcopy(sheet)
if variation.layers then
for _, layer in pairs(variation.layers) do
set_y_offset(layer, i)
end
else
set_y_offset(variation, i)
end
table.insert(result, variation)
end
return result
end
local pipe = table.deepcopy(data.raw.pipe["pipe"])
pipe.name = "gold-pipe"
pipe.icon = Lignumis.graphics .. "icons/gold-pipe.png"
pipe.corpse = "gold-pipe-remnants"
pipe.next_upgrade = "pipe"
pipe.fluid_box.volume = 50
pipe.minable.result = "gold-pipe"
pipe.fluid_box.pipe_covers.north.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-north.png"
pipe.fluid_box.pipe_covers.east.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-east.png"
pipe.fluid_box.pipe_covers.south.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-south.png"
pipe.fluid_box.pipe_covers.west.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-west.png"
pipe.pictures.straight_vertical_single.filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-straight-vertical-single.png"
pipe.pictures.straight_vertical.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-straight-vertical.png"
pipe.pictures.straight_vertical_window.filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-straight-vertical-window.png"
pipe.pictures.straight_horizontal_window.filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-straight-horizontal-window.png"
pipe.pictures.straight_horizontal.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-straight-horizontal.png"
pipe.pictures.corner_up_right.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-corner-up-right.png"
pipe.pictures.corner_up_left.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-corner-up-left.png"
pipe.pictures.corner_down_right.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-corner-down-right.png"
pipe.pictures.corner_down_left.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-corner-down-left.png"
pipe.pictures.t_up.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-t-up.png"
pipe.pictures.t_down.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-t-down.png"
pipe.pictures.t_right.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-t-right.png"
pipe.pictures.t_left.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-t-left.png"
pipe.pictures.cross.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cross.png"
pipe.pictures.ending_up.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-ending-up.png"
pipe.pictures.ending_down.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-ending-down.png"
pipe.pictures.ending_right.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-ending-right.png"
pipe.pictures.ending_left.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-ending-left.png"
local pipe_item = {
type = "item",
name = "gold-pipe",
icon = Lignumis.graphics .. "icons/gold-pipe.png",
subgroup = "energy-pipe-distribution",
order = "a[pipe]-a[gold-pipe]",
inventory_move_sound = item_sounds.metal_small_inventory_move,
pick_sound = item_sounds.metal_small_inventory_pickup,
drop_sound = item_sounds.metal_small_inventory_move,
place_result = "gold-pipe",
stack_size = 100,
weight = 5 * kg,
default_import_location = "lignumis",
random_tint_color = item_tints.iron_rust
}
local pipe_recipe = {
type = "recipe",
name = "gold-pipe",
ingredients = { { type = "item", name = "gold-plate", amount = 1 } },
results = { { type = "item", name = "gold-pipe", amount = 1 } },
enabled = false
}
local pipe_remnants = {
type = "corpse",
name = "gold-pipe-remnants",
icon = Lignumis.graphics .. "icons/gold-pipe.png",
flags = { "placeable-neutral", "not-on-map" },
hidden_in_factoriopedia = true,
subgroup = "energy-pipe-distribution-remnants",
order = "a-d-a",
collision_box = { { -0.4, -0.4 }, { 0.4, 0.4 } },
selection_box = { { -0.5, -0.5 }, { 0.5, 0.5 } },
selectable_in_game = false,
time_before_removed = 60 * 60 * 15, -- 15 minutes
expires = false,
final_render_layer = "remnants",
remove_on_tile_placement = false,
animation = make_rotated_animation_variations_from_sheet(2, {
filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-remnants.png",
width = 122,
height = 120,
line_length = 1,
direction_count = 2,
shift = util.by_pixel(1.5, 2.5), -- -0,5
scale = 0.5
})
}
local pipe_to_ground = table.deepcopy(data.raw["pipe-to-ground"]["pipe-to-ground"])
pipe_to_ground.name = "gold-pipe-to-ground"
pipe_to_ground.icon = Lignumis.graphics .. "icons/gold-pipe-to-ground.png"
pipe_to_ground.corpse = "gold-pipe-to-ground-remnants"
pipe_to_ground.next_upgrade = "pipe-to-ground"
pipe_to_ground.fluid_box.volume = 50
pipe_to_ground.minable.result = "gold-pipe-to-ground"
for _, connection in pairs(pipe_to_ground.fluid_box.pipe_connections) do
if connection.connection_type == "underground" then
connection.max_underground_distance = 6
end
end
pipe_to_ground.fluid_box.pipe_covers.north.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-north.png"
pipe_to_ground.fluid_box.pipe_covers.east.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-east.png"
pipe_to_ground.fluid_box.pipe_covers.south.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-south.png"
pipe_to_ground.fluid_box.pipe_covers.west.layers[1].filename =
Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-west.png"
pipe_to_ground.pictures.north.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-to-ground-up.png"
pipe_to_ground.pictures.east.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-to-ground-right.png"
pipe_to_ground.pictures.south.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-to-ground-down.png"
pipe_to_ground.pictures.west.filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-to-ground-left.png"
local pipe_to_ground_item = {
type = "item",
name = "gold-pipe-to-ground",
icon = Lignumis.graphics .. "icons/gold-pipe-to-ground.png",
subgroup = "energy-pipe-distribution",
order = "a[pipe]-b[gold-pipe-to-ground]",
inventory_move_sound = item_sounds.metal_small_inventory_move,
pick_sound = item_sounds.metal_small_inventory_pickup,
drop_sound = item_sounds.metal_small_inventory_move,
place_result = "gold-pipe-to-ground",
stack_size = 50,
weight = 5 * kg,
default_import_location = "lignumis",
random_tint_color = item_tints.iron_rust
}
local pipe_to_ground_recipe = {
type = "recipe",
name = "gold-pipe-to-ground",
enabled = false,
ingredients = {
{ type = "item", name = "gold-pipe", amount = 6 },
{ type = "item", name = "gold-plate", amount = 4 }
},
results = { { type = "item", name = "gold-pipe-to-ground", amount = 2 } }
}
local pipe_to_ground_remnants = {
type = "corpse",
name = "gold-pipe-to-ground-remnants",
icon = Lignumis.graphics .. "icons/gold-pipe-to-ground.png",
flags = { "placeable-neutral", "not-on-map" },
hidden_in_factoriopedia = true,
subgroup = "energy-pipe-distribution-remnants",
order = "a-d-a",
collision_box = { { -0.4, -0.4 }, { 0.4, 0.4 } },
selection_box = { { -0.5, -0.5 }, { 0.5, 0.5 } },
selectable_in_game = false,
time_before_removed = 60 * 60 * 15, -- 15 minutes
expires = false,
final_render_layer = "remnants",
remove_on_tile_placement = false,
animation = {
filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-to-ground-remnants.png",
width = 90,
height = 80,
line_length = 1,
direction_count = 1,
shift = util.by_pixel(0.5, -3),
scale = 0.5
}
}
local tank = {
type = "storage-tank",
name = "gold-storage-tank",
icon = Lignumis.graphics .. "icons/gold-storage-tank.png",
icon_size = 64,
icon_mipmaps = 4,
flags = { "placeable-player", "player-creation" },
minable = { mining_time = 0.5, result = "gold-storage-tank" },
max_health = 300,
corpse = "gold-storage-tank-remnants",
dying_explosion = "storage-tank-explosion",
collision_box = { { -0.9, -0.9 }, { 0.9, 0.9 } },
selection_box = { { -1, -1 }, { 1, 1 } },
drawing_box_vertical_extension = 0.15,
icon_draw_specification = { scale = 1, shift = { 0, -0.25 } },
damaged_trigger_effect = hit_effects.entity(),
fluid_box = {
volume = 10000,
pipe_covers = pipecovers(),
pipe_connections = {
{ direction = defines.direction.north, position = { 0.5, -0.5 } },
{ direction = defines.direction.east, position = { 0.5, -0.5 } },
{ direction = defines.direction.west, position = { -0.5, -0.5 } }
},
hide_connection_info = true
},
two_direction_only = false,
window_bounding_box = { { -0.2, 11 / 64 }, { 0.2, 1.0 - 16 / 64 } },
pictures = {
picture = {
sheets = {
{
filename = Lignumis.graphics .. "entity/gold-storage-tank/gold-storage-tank.png",
priority = "extra-high",
width = 128,
height = 160,
scale = 0.5,
frames = 4,
shift = util.by_pixel(0, -8)
},
{
filename = Lignumis.graphics .. "entity/gold-storage-tank/gold-storage-tank.png",
priority = "extra-high",
y = 160,
width = 160,
height = 128,
scale = 0.5,
frames = 4,
shift = util.by_pixel(0, 8),
draw_as_shadow = true
}
}
},
window_background = {
filename = Lignumis.graphics .. "entity/gold-storage-tank/gold-storage-tank-window-background.png",
priority = "extra-high",
width = 20,
height = 41,
scale = 0.5,
shift = util.by_pixel(0, -0.5)
},
fluid_background = {
filename = "__base__/graphics/entity/storage-tank/fluid-background.png",
priority = "extra-high",
width = 32,
height = 15,
scale = 1.0
},
flow_sprite = {
filename = "__base__/graphics/entity/pipe/fluid-flow-low-temperature.png",
priority = "extra-high",
width = 160,
height = 20,
scale = 1.0
},
gas_flow = {
filename = "__base__/graphics/entity/pipe/steam.png",
priority = "extra-high",
line_length = 10,
width = 48,
height = 30,
frame_count = 60,
axially_symmetrical = false,
animation_speed = 0.25,
direction_count = 1,
scale = 0.5
}
},
flow_length_in_ticks = 405, -- should match the Storage Tank
impact_category = "metal-large",
open_sound = sounds.metal_large_open,
close_sound = sounds.metal_large_close,
working_sound = {
sound = {
filename = "__base__/sound/storage-tank.ogg",
volume = 0.5
},
match_volume_to_activity = true,
audible_distance_modifier = 0.5,
max_sounds_per_type = 3
},
circuit_connector = circuit_connector_definitions.create_vector
(universal_connector_template,
{
{
variation = 25,
main_offset = util.by_pixel(-20, 0),
shadow_offset = util.by_pixel(-20, 0),
show_shadow = false
},
{
variation = 25,
main_offset = util.by_pixel(-20, 0),
shadow_offset = util.by_pixel(-20, 0),
show_shadow = false
},
{
variation = 27,
main_offset = util.by_pixel(20, 0),
shadow_offset = util.by_pixel(20, 0),
show_shadow = false
},
{
variation = 27,
main_offset = util.by_pixel(20, 0),
shadow_offset = util.by_pixel(20, 0),
show_shadow = false
},
}
),
circuit_wire_max_distance = default_circuit_wire_max_distance,
}
tank.fluid_box.pipe_covers.north.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-north.png"
tank.fluid_box.pipe_covers.east.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-east.png"
tank.fluid_box.pipe_covers.south.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-south.png"
tank.fluid_box.pipe_covers.west.layers[1].filename = Lignumis.graphics .. "entity/gold-pipe/gold-pipe-cover-west.png"
local tank_item = {
type = "item",
name = "gold-storage-tank",
icon = Lignumis.graphics .. "icons/gold-storage-tank.png",
subgroup = "storage",
order = "b[fluid]-a[gold-storage-tank]",
inventory_move_sound = item_sounds.metal_large_inventory_move,
pick_sound = item_sounds.metal_large_inventory_pickup,
drop_sound = item_sounds.metal_large_inventory_move,
place_result = "gold-storage-tank",
stack_size = 10,
weight = 50 * kg,
default_import_location = "lignumis"
}
local tank_recipe = {
type = "recipe",
name = "gold-storage-tank",
energy_required = 3,
enabled = false,
ingredients = {
{ type = "item", name = "gold-plate", amount = 20 },
{ type = "item", name = "lumber", amount = 20 }
},
results = { { type = "item", name = "gold-storage-tank", amount = 1 } }
}
local tank_remnants = {
type = "corpse",
name = "gold-storage-tank-remnants",
icon = Lignumis.graphics .. "icons/gold-storage-tank.png",
flags = { "placeable-neutral", "building-direction-8-way", "not-on-map" },
hidden_in_factoriopedia = true,
subgroup = "storage-remnants",
order = "a-d-a",
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
expires = false,
final_render_layer = "remnants",
remove_on_tile_placement = false,
animation = make_rotated_animation_variations_from_sheet(1,
{
filename = Lignumis.graphics .. "entity/gold-storage-tank/gold-storage-tank-remnants.png",
line_length = 1,
width = 284,
height = 188,
direction_count = 1,
shift = util.by_pixel(17, 12),
scale = 0.5
})
}
data:extend({
pipe,
pipe_item,
pipe_recipe,
pipe_remnants,
pipe_to_ground,
pipe_to_ground_item,
pipe_to_ground_recipe,
pipe_to_ground_remnants,
tank,
tank_item,
tank_recipe,
tank_remnants
})

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local item_sounds = require("__base__.prototypes.item_sounds")
local resource_autoplace = require("resource-autoplace")
resource_autoplace.initialize_patch_set("gold-patch", true)
data:extend({
{
name = "deep-mining",
type = "resource-category",
},
{
type = "resource",
name = "gold-patch",
icon = Lignumis.graphics .. "icons/gold-patch.png",
icon_size = 64,
flags = { "placeable-neutral" },
category = "deep-mining",
order = "a-b-a",
infinite = false,
highlight = true,
resource_patch_search_radius = 12,
tree_removal_probability = 1,
tree_removal_max_distance = 32 * 32,
minable = {
mining_time = 1,
result = "gold-ore",
},
collision_box = { { -4.4, -4.4 }, { 4.4, 4.4 } },
--collision_mask = {"item-layer", "water-tile"},
selection_box = { { -3.5, -3.5 }, { 3.5, 3.5 } },
autoplace = {
probability_expression =
"0.03 * control:lignumis_gold:frequency - abs(basis_noise{x = x, y = y, seed0 = map_seed, seed1 = 2000000, input_scale = 1/16, output_scale = 1/3})",
richness_expression =
"(sqrt(x^2 + y^2) * 1000 + basis_noise{x = x, y = y, seed0 = map_seed, seed1 = 1000000, input_scale = 1/16, output_scale = 1/3} * 1000) * control:lignumis_gold:richness",
tile_restriction = { "natural-gold-soil" }
},
stage_counts = { 0 },
stages = {
sheet = {
filename = Lignumis.graphics .. "entity/gold-patch.png",
priority = "extra-high",
width = 975,
height = 664,
scale = 0.5,
frame_count = 1,
variation_count = 1
}
},
map_color = { r = 1, g = 0.82, b = 0.28 },
map_grid = false
},
{
type = "item",
name = "gold-ore",
icon = Lignumis.graphics .. "icons/gold-ore.png",
pictures = {
{ size = 64, filename = Lignumis.graphics .. "icons/gold-ore-1.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-ore-2.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-ore-3.png", scale = 0.5, mipmap_count = 4 },
},
flags = { "always-show" },
subgroup = "raw-resource",
order = "f[gold-ore]",
inventory_move_sound = item_sounds.resource_inventory_move,
pick_sound = item_sounds.resource_inventory_pickup,
drop_sound = item_sounds.resource_inventory_move,
stack_size = 50,
default_import_location = "lignumis",
weight = 2 * kg
}
})

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local space_age_item_sounds = require("__space-age__.prototypes.item_sounds")
local stromatolite = table.deepcopy(data.raw["simple-entity"]["copper-stromatolite"])
stromatolite.type = "tree"
stromatolite.name = "gold-stromatolite"
stromatolite.icon = Lignumis.graphics .. "icons/gold-stromatolite.png"
stromatolite.autoplace = {
probability_expression =
"basis_noise{x = x, y = y, seed0 = map_seed, seed1 = 2000000, input_scale = 1/8, output_scale = 1/8}",
tile_restriction = { "natural-gold-soil" }
}
stromatolite.collision_mask = table.deepcopy(data.raw["plant"]["tree-plant"].collision_mask)
stromatolite.mining_time = 2
stromatolite.minable.results = {
{ type = "item", name = "gold-ore", amount_min = 1, amount_max = 7 },
{ type = "item", name = "gold-bacteria", amount_min = 3, amount_max = 9 },
{ type = "item", name = "gold-stromatolite-seed", amount = 1, probability = 0.2 }
}
stromatolite.map_color = { 255, 171, 0, 0.5 }
stromatolite.pictures = {
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-01.png",
width = 209,
height = 138,
shift = { 0.304688, -0.4 },
scale = 0.4,
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-02.png",
width = 165,
height = 129,
shift = { 0.0, 0.0390625 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-03.png",
width = 151,
height = 139,
shift = { 0.151562, 0.0 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-04.png",
width = 216,
height = 110,
shift = { 0.390625, 0.0 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-05.png",
width = 154,
height = 147,
shift = { 0.328125, 0.0703125 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-06.png",
width = 154,
height = 132,
shift = { 0.16875, -0.1 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-07.png",
width = 193,
height = 130,
shift = { 0.3, -0.2 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-08.png",
width = 136,
height = 117,
shift = { 0.0, 0.0 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-09.png",
width = 157,
height = 115,
shift = { 0.1, 0.0 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-10.png",
width = 198,
height = 153,
shift = { 0.325, -0.1 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-11.png",
width = 190,
height = 115,
shift = { 0.453125, 0.0 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-12.png",
width = 229,
height = 126,
shift = { 0.539062, -0.015625 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-13.png",
width = 151,
height = 125,
shift = { 0.0703125, 0.179688 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-14.png",
width = 137,
height = 117,
shift = { 0.160938, 0.0 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-15.png",
width = 201,
height = 141,
shift = { 0.242188, -0.195312 },
scale = 0.4
},
{
filename = Lignumis.graphics .. "entity/gold-stromatolite/gold-stromatolite-16.png",
width = 209,
height = 154,
shift = { 0.351562, -0.1 },
scale = 0.4
}
}
local plant = table.deepcopy(data.raw["plant"]["tree-plant"])
plant.name = "gold-stromatolite-plant"
plant.localised_name = { "entity-name.gold-stromatolite-plant" }
plant.icon = Lignumis.graphics .. "icons/gold-stromatolite.png"
plant.map_color = { 255, 171, 0, 0.5 }
plant.agricultural_tower_tint = {
primary = { r = 255, g = 171, b = 0, a = 1 },
secondary = { r = 40, g = 100, b = 25, a = 1 }, -- #89421dff
}
plant.minable = {
mining_particle = "copper-ore-particle",
mining_time = 2,
results = {
{ type = "item", name = "moist-stromatolite-remnant", amount = 25 },
{ type = "item", name = "gold-bacteria", amount = 20 },
{ type = "item", name = "gold-stromatolite-seed", amount_min = 1, amount_max = 3 }
}
}
plant.growth_ticks = 20 * minute
plant.variations = nil
plant.variation_weights = nil
plant.collision_box = { { -0.5, -0.5 }, { 0.5, 0.5 } }
plant.selection_box = { { -0.7, -0.7 }, { 0.7, 0.7 } }
plant.remains_when_mined = nil
plant.pictures = table.deepcopy(stromatolite.pictures)
plant.autoplace = {
probability_expression = "0",
tile_restriction = { "natural-gold-soil" }
}
plant.surface_conditions[1].min = 900
local seed = {
type = "item",
name = "gold-stromatolite-seed",
localised_name = { "item-name.gold-stromatolite-seed" },
icon = Lignumis.graphics .. "icons/gold-stromatolite-seed.png",
pictures = {
{ size = 64, filename = Lignumis.graphics .. "icons/gold-stromatolite-seed-1.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-stromatolite-seed-2.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-stromatolite-seed-3.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-stromatolite-seed-4.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-stromatolite-seed-5.png", scale = 0.5, mipmap_count = 4 }
},
flags = { "always-show" },
subgroup = "lignumis-bioprocessing",
order = "a[seeds]-d[gold-stromatolite-seed]",
plant_result = "gold-stromatolite-plant",
place_result = "gold-stromatolite-plant",
inventory_move_sound = space_age_item_sounds.agriculture_inventory_move,
pick_sound = space_age_item_sounds.agriculture_inventory_pickup,
drop_sound = space_age_item_sounds.agriculture_inventory_move,
stack_size = 10,
default_import_location = "lignumis",
weight = 10 * kg,
fuel_category = "wood",
fuel_value = "100kJ"
}
local bacteria = {
type = "item",
name = "gold-bacteria",
icon = Lignumis.graphics .. "icons/gold-bacteria.png",
pictures = {
{ size = 64, filename = Lignumis.graphics .. "icons/gold-bacteria.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-bacteria-1.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-bacteria-2.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/gold-bacteria-3.png", scale = 0.5, mipmap_count = 4 },
},
flags = { "always-show" },
subgroup = "lignumis-bioprocessing",
order = "b[agriculture]-e[gold-bacteria]",
inventory_move_sound = space_age_item_sounds.agriculture_inventory_move,
pick_sound = space_age_item_sounds.agriculture_inventory_pickup,
drop_sound = space_age_item_sounds.agriculture_inventory_move,
stack_size = 50,
default_import_location = "lignumis",
weight = 1 * kg,
spoil_ticks = 1 * minute,
spoil_result = "gold-ore"
}
local remnant = {
type = "item",
name = "moist-stromatolite-remnant",
icon = Lignumis.graphics .. "icons/moist-stromatolite-remnant-1.png",
pictures = {
{ size = 64, filename = Lignumis.graphics .. "icons/moist-stromatolite-remnant-1.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/moist-stromatolite-remnant-2.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = Lignumis.graphics .. "icons/moist-stromatolite-remnant-3.png", scale = 0.5, mipmap_count = 4 }
},
subgroup = "lignumis-bioprocessing",
order = "b[agriculture]-f[moist-stromatolite-remnant]",
inventory_move_sound = space_age_item_sounds.agriculture_inventory_move,
pick_sound = space_age_item_sounds.agriculture_inventory_pickup,
drop_sound = space_age_item_sounds.agriculture_inventory_move,
stack_size = 50,
default_import_location = "lignumis",
weight = 1 * kg,
flags = { "always-show" }
}
local desiccation_recipe = {
type = "recipe",
name = "moist-stromatolite-remnant-desiccation",
icons = {
{ icon = Lignumis.graphics .. "icons/peat.png" },
{ icon = "__base__/graphics/icons/fluid/steam.png", scale = 0.25, shift = { 8, 8 } },
{ icon = Lignumis.graphics .. "icons/moist-stromatolite-remnant-1.png", scale = 0.25, shift = { -8, 8 } }
},
category = "desiccation",
subgroup = "lignumis-bioprocessing",
order = "b0[desiccation]",
energy_required = 16,
ingredients = { { type = "item", name = "moist-stromatolite-remnant", amount = 10 } },
results = {
{ type = "item", name = "peat", amount = 1 },
{ type = "fluid", name = "steam", amount = 150, temperature = 165 }
},
enabled = false
}
local desiccation_recipe_no_steam = {
type = "recipe",
name = "moist-stromatolite-remnant-desiccation-without-steam",
icons = {
{ icon = Lignumis.graphics .. "icons/peat.png" },
{ icon = Lignumis.graphics .. "icons/moist-stromatolite-remnant-1.png", scale = 0.25, shift = { -8, 8 } }
},
category = "smelting",
subgroup = "lignumis-bioprocessing",
order = "b1[desiccation]",
energy_required = 16,
ingredients = { { type = "item", name = "moist-stromatolite-remnant", amount = 10 } },
results = { { type = "item", name = "peat", amount = 1 } },
enabled = false
}
local seed__to_peat_recipe = {
type = "recipe",
name = "gold-stromatolite-seed-to-peat",
icons = {
{ icon = Lignumis.graphics .. "icons/peat.png" },
{ icon = Lignumis.graphics .. "icons/gold-stromatolite-seed.png", scale = 0.25, shift = { -8, 8 } }
},
category = "basic-crafting",
subgroup = "lignumis-bioprocessing",
order = "b2[gold-stromatolite-seed-to-peat]",
energy_required = 3.2,
ingredients = { { type = "item", name = "gold-stromatolite-seed", amount = 10 } },
results = {
{ type = "item", name = "peat", amount = 1 },
{ type = "item", name = "gold-ore", amount = 1 }
},
enabled = true
}
data:extend({
stromatolite,
plant,
seed,
bacteria,
remnant,
desiccation_recipe,
desiccation_recipe_no_steam,
seed__to_peat_recipe
})

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local tile_collision_masks = require("__base__/prototypes/tile/tile-collision-masks")
local tile_trigger_effects = require("__base__.prototypes.tile.tile-trigger-effects")
local semi_wet_sound = sound_variations("__space-age__/sound/walking/semi-wet-rock", 10, 0.7)
local tile_sounds = require("__space-age__/prototypes/tile/tile-sounds")
data:extend({
{
type = "item-subgroup",
name = "lignumis-tiles",
group = "tiles",
order = "h"
},
{
type = "tile",
name = "natural-gold-soil",
order = "d[gold]-c[natural-gold-soil]",
subgroup = "lignumis-tiles",
collision_mask = tile_collision_masks.ground(),
layer_group = "ground-natural",
layer = 85,
searchable = true,
transitions = lava_stone_transitions,
transitions_between_transitions = data.raw["tile"]["landfill"].transitions_between_transitions,
trigger_effect = tile_trigger_effects.landfill_trigger_effect(),
sprite_usage_surface = "any",
variants = tile_variations_template_with_transitions(
Lignumis.graphics .. "terrain/natural-gold-soil.png",
{
max_size = 4,
[1] = { weights = { 0.085, 0.085, 0.085, 0.085, 0.087, 0.085, 0.065, 0.085, 0.045, 0.045, 0.045, 0.045, 0.005, 0.025, 0.045, 0.045 } },
[2] = { probability = 1, weights = { 0.018, 0.020, 0.015, 0.025, 0.015, 0.020, 0.025, 0.015, 0.025, 0.025, 0.010, 0.025, 0.020, 0.025, 0.025, 0.010 }, },
[4] = { probability = 0.1, weights = { 0.018, 0.020, 0.015, 0.025, 0.015, 0.020, 0.025, 0.015, 0.025, 0.025, 0.010, 0.025, 0.020, 0.025, 0.025, 0.010 }, },
}
),
walking_sound = semi_wet_sound,
landing_steps_sound = tile_sounds.landing.semi_wet,
build_sound = data.raw["tile"]["landfill"].build_sound,
map_color = { 109, 99, 13 },
scorch_mark_color = { r = 0.329, g = 0.242 * 2, b = 0.177, a = 1.000 },
autoplace = {
probability_expression =
"multioctave_noise{x = x, y = y, persistence = 1, seed0 = map_seed, seed1 = 2000000, octaves = 3, input_scale = 1/32, output_scale = 0.6 * sqrt(2)} * 20 - 18"
},
}
})

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data:extend({
{
type = "item-subgroup",
name = "lignumis-bioprocessing",
group = "bioprocessing"
}
})

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local resource_autoplace = require("resource-autoplace")
resource_autoplace.initialize_patch_set("lignumis_gold", true)
resource_autoplace.initialize_patch_set("lignumis_peat", true)
data:extend({
{
type = "autoplace-control",
name = "lignumis_gold",
localised_name = { "", "[entity=gold-patch] ", { "entity-name.gold-patch" } },
richness = true,
order = "0-b",
category = "resource"
},
{
type = "autoplace-control",
name = "lignumis_peat",
localised_name = { "", "[entity=peat] ", { "entity-name.peat" } },
richness = true,
order = "0-c",
category = "resource"
},
{
type = "autoplace-control",
name = "lignumis_enemy_base",
richness = false,
order = "0-a",
category = "enemy",
can_be_disabled = true
}
})

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return {
aux_climate_control = false,
moisture_climate_control = true,
property_expression_names = { -- Warning: anything set here overrides any selections made in the map setup screen so the options do nothing.
--cliff_elevation = "cliff_elevation_nauvis",
--cliffiness = "cliffiness_nauvis",
--elevation = "elevation_island"
},
cliff_settings = {
name = "cliff",
control = "nauvis_cliff",
cliff_smoothing = 0
},
autoplace_controls = {
["lignumis_gold"] = { richness = 1, frequency = 1, size = 1 },
["lignumis_peat"] = { richness = 1/6, frequency = 8, size = 2 },
["stone"] = { richness = 1/6, frequency = 4, size = 4 },
["water"] = {},
["trees"] = { richness = 3, frequency = 4, size = 3 },
["lignumis_enemy_base"] = { frequency = 0.75, size = 0.75 },
["rocks"] = {},
["starting_area_moisture"] = { size = 1, richness = 6 },
["nauvis_cliff"] = { frequency = 2, size = 2 }
},
autoplace_settings = {
["tile"] = {
settings = {
["grass-1"] = {},
["grass-2"] = {},
["grass-3"] = {},
["grass-4"] = {},
["water"] = {},
["deepwater"] = {},
["natural-gold-soil"] = {}
}
},
["decorative"] = {
settings = {
["brown-hairy-grass"] = {},
["green-hairy-grass"] = {},
["brown-carpet-grass"] = {},
["green-carpet-grass"] = {},
["green-small-grass"] = {},
["green-asterisk"] = {},
["brown-asterisk-mini"] = {},
["green-asterisk-mini"] = {},
["brown-asterisk"] = {},
["red-asterisk"] = {},
["dark-mud-decal"] = {},
["light-mud-decal"] = {},
["green-pita"] = {},
["red-pita"] = {},
["green-croton"] = {},
["red-croton"] = {},
["green-pita-mini"] = {},
["brown-fluff"] = {},
["brown-fluff-dry"] = {},
["garballo-mini-dry"] = {},
["garballo"] = {},
["green-bush-mini"] = {},
["medium-rock"] = {},
["small-rock"] = {},
["tiny-rock"] = {},
["knobbly-roots"] = {},
["crater-large"] = {},
["crater-small"] = {},
["waves-decal"] = {},
["gold-rock-cluster"] = {}
}
},
["entity"] = {
settings = {
["gold-patch"] = {},
["stone"] = {},
["peat"] = {},
["fish"] = {},
["gold-stromatolite"] = {}
}
}
}
}

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local target_planet = settings.startup["lignumis-second-planet"].value or "nauvis"
if mods["any-planet-start"] then
target_planet = settings.startup["aps-planet"].value ~= "none" and settings.startup["aps-planet"].value or target_planet
end
local lignumis = data.raw.planet["lignumis"]
-- Set final solar power depending on parent planet
local solar_power = data.raw.planet[target_planet].surface_properties["solar-power"] or 100
local solar_power_in_space = data.raw.planet[target_planet].solar_power_in_space or 300
solar_power = solar_power * 1.2
solar_power_in_space = solar_power_in_space * 1.2
lignumis.solar_power_in_space = solar_power_in_space
lignumis.surface_properties["solar-power"] = solar_power

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local planet_map_gen = require("mapgen")
local effects = require("__core__/lualib/surface-render-parameter-effects")
local procession_graphic_catalogue_types = require("__base__/prototypes/planet/procession-graphic-catalogue-types")
local asteroid_util = require("__space-age__/prototypes/planet/asteroid-spawn-definitions")
local target_planet = settings.startup["lignumis-second-planet"].value or "nauvis"
if mods["any-planet-start"] then
target_planet = settings.startup["aps-planet"].value ~= "none" and settings.startup["aps-planet"].value or target_planet
end
local lignumis_chunks = 0.025
local lignumis_ratio = {1, 1, 1 , 0}
local nauvis_lignumis = {
probability_on_range_chunk = {
{ position = 0.1, probability = asteroid_util.nauvis_chunks, angle_when_stopped = asteroid_util.chunk_angle },
{ position = 0.9, probability = lignumis_chunks, angle_when_stopped = asteroid_util.chunk_angle }
},
type_ratios = {
{ position = 0.1, ratios = asteroid_util.nauvis_ratio },
{ position = 0.9, ratios = lignumis_ratio },
}
}
PlanetsLib:extend({
{
type = "planet",
name = "lignumis",
orbit = {
parent = {
type = "planet",
name = target_planet
},
distance = 2,
orientation = 0.16,
sprite = {
type = "sprite",
filename = Lignumis.graphics .. "orbit-lignumis.png",
size = 131
},
},
magnitude = 0.35,
subgroup = "satellites",
icon = Lignumis.graphics .. "icons/lignumis.png",
starmap_icon = Lignumis.graphics .. "icons/starmap-planet-lignumis.png",
starmap_icon_size = 2048,
gravity_pull = 4,
order = "a[nauvis]-a[lignumis]",
map_seed_offset = 100,
map_gen_settings = planet_map_gen,
pollutant_type = "noise",
solar_power_in_space = 300,
draw_orbit = false,
planet_procession_set = {
arrival = { "default-b" },
departure = { "default-rocket-a" }
},
surface_properties = {
["day-night-cycle"] = 2 * minute,
["gravity"] = 4,
["pressure"] = 900,
["solar-power"] = 100
},
asteroid_spawn_influence = 1,
asteroid_spawn_definitions = asteroid_util.spawn_definitions(nauvis_lignumis, 0.9),
surface_render_parameters = {
clouds = effects.default_clouds_effect_properties()
},
persistent_ambient_sounds = {
base_ambience = { filename = Lignumis.sound .. "ambient/forest-ambience.ogg", volume = 0.1 },
wind = { filename = "__base__/sound/wind/wind.ogg", volume = 0.8 },
crossfade = {
order = { "wind", "base_ambience" },
curve_type = "cosine",
from = { control = 0.35, volume_percentage = 0.0 },
to = { control = 2, volume_percentage = 100.0 }
}
},
procession_graphic_catalogue = {
{
index = procession_graphic_catalogue_types.planet_hatch_emission_in_1,
sprite = util.sprite_load(
"__base__/graphics/entity/cargo-hubs/hatches/planet-lower-hatch-pod-emission-A",
{
priority = "medium",
draw_as_glow = true,
blend_mode = "additive",
scale = 0.5,
shift = util.by_pixel(-16, 96) --32 x ({0.5, -3.5} + {0, 0.5})
})
},
{
index = procession_graphic_catalogue_types.planet_hatch_emission_in_2,
sprite = util.sprite_load(
"__base__/graphics/entity/cargo-hubs/hatches/planet-lower-hatch-pod-emission-B",
{
priority = "medium",
draw_as_glow = true,
blend_mode = "additive",
scale = 0.5,
shift = util.by_pixel(-64, 96) --32 x ({2, -3.5} + {0, 0.5})
})
},
{
index = procession_graphic_catalogue_types.planet_hatch_emission_in_3,
sprite = util.sprite_load(
"__base__/graphics/entity/cargo-hubs/hatches/planet-lower-hatch-pod-emission-C",
{
priority = "medium",
draw_as_glow = true,
blend_mode = "additive",
scale = 0.5,
shift = util.by_pixel(-40, 64) --32 x ({1.25, -2.5} + {0, 0.5})
})
}
}
}
})
data:extend({
{
type = "space-connection",
name = target_planet .. "-lignumis",
subgroup = "planet-connections",
from = target_planet,
to = "lignumis",
order = "0",
length = 2000,
asteroid_spawn_definitions = asteroid_util.spawn_definitions(nauvis_lignumis)
},
{
type = "ambient-sound",
name = "lignumis-1",
track_type = "main-track",
planet = "lignumis",
sound = Lignumis.sound .. "music/lignumis-1.ogg",
weight = 10
},
{
type = "ambient-sound",
name = "lignumis-2",
track_type = "main-track",
planet = "lignumis",
sound = Lignumis.sound .. "music/lignumis-2.ogg",
weight = 10
},
{
type = "ambient-sound",
name = "lignumis-3",
track_type = "main-track",
planet = "lignumis",
sound = Lignumis.sound .. "music/lignumis-3.ogg",
weight = 7
},
{
type = "ambient-sound",
name = "lignumis-4",
track_type = "main-track",
planet = "lignumis",
sound = Lignumis.sound .. "music/lignumis-4.ogg",
weight = 8
},
{
type = "ambient-sound",
name = "lignumis-5",
track_type = "main-track",
planet = "lignumis",
sound = Lignumis.sound .. "music/lignumis-5.ogg",
weight = 4
}
})

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local Technology = require("__cf-lib__/data/Technology")
local LumberMillFactory = require(MF.buildings .. "LumberMill")
local LumberMill = LumberMillFactory()
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
data:extend({
{
type = "recipe-category",
name = "wood-processing-or-assembling"
}
})
table.insert(data.raw["character"]["character"].crafting_categories, "wood-processing-or-assembling")
local has_oxygen = data.raw["surface-property"]["oxygen"] ~= nil
LumberMill.EntityBuilder:new()
:burnerEnergySource({ emissions_per_minute = { noise = 100 } })
:baseProductivity(0.5)
:apply({
crafting_categories = { "wood-processing-or-assembling" },
crafting_speed = 2,
energy_usage = "1000kW",
surface_conditions = {
{
property = has_oxygen and "oxygen" or "pressure",
min = 3
},
{
property = "gravity",
min = 1
}
}
})
local lumber_mill_item = LumberMill.ItemBuilder:new()
:apply({
default_import_location = "lignumis",
order = "2[lumber-mill]"
})
LumberMill.RecipeBuilder:new()
:ingredients(table.trim({
{ type = "item", name = "stone-brick", amount = 40 },
{ type = "item", name = "lumber", amount = 50 },
{ type = "item", name = "wooden-gear-wheel", amount = 50 },
{ type = "item", name = "gold-plate", amount = basic_circuit_board and 20 or 40 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 20 } or nil,
{ type = "item", name = "burner-assembling-machine", amount = 2 }
}))
:apply({
category = "wood-processing-or-assembling"
})
LumberMill.TechnologyBuilder:new()
:prerequisites({ "steam-science-pack" })
:count(250)
:time(15)
:ingredients({ { "wood-science-pack", 1 }, { "steam-science-pack", 1 } })
:apply()
LumberMill.RecipeBuilder:new()
:ingredients({
{ type = "item", name = "stone-brick", amount = 40 },
{ type = "item", name = "lumber", amount = 50 },
{ type = "item", name = "wooden-gear-wheel", amount = 50 },
{ type = "item", name = "copper-plate", amount = basic_circuit_board and 20 or 40 },
{ type = "item", name = basic_circuit_board and "basic-circuit-board" or "electronic-circuit", amount = 20 },
{ type = "item", name = "assembling-machine-1", amount = 2 }
})
:apply({
name = "lumber-mill-copper",
localised_name = { "entity-name.lumber-mill" },
category = "wood-processing-or-assembling",
icons = {
{ icon = lumber_mill_item.icon },
{ icon = basic_circuit_board and "__base__/graphics/icons/copper-plate.png" or "__base__/graphics/icons/electronic-circuit.png", scale = 0.25, shift = { 8, 8 } }
}
})
Technology:new(basic_circuit_board and "copper-processing" or "electronics"):addRecipe("lumber-mill-copper")

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local item_sounds = require("__base__.prototypes.item_sounds")
data:extend({
{
type = "item",
name = "lumber",
icon = Lignumis.graphics .. "icons/lumber.png",
pictures = {
{ filename = Lignumis.graphics .. "icons/lumber.png", size = 64, scale = 0.5 },
{ filename = Lignumis.graphics .. "icons/lumber-1.png", size = 64, scale = 0.5 },
{ filename = Lignumis.graphics .. "icons/lumber-2.png", size = 64, scale = 0.5 },
},
subgroup = "intermediate-product",
order = "A[basic-intermediates]-c[lumber]",
inventory_move_sound = item_sounds.wood_inventory_move,
pick_sound = item_sounds.wood_inventory_pickup,
drop_sound = item_sounds.wood_inventory_move,
stack_size = 100,
random_tint_color = { 1.0, 0.95, 0.9, 1.0 },
fuel_category = "wood",
fuel_value = "4MJ"
},
{
type = "recipe",
name = "lumber",
category = "wood-processing-or-assembling",
allow_productivity = true,
allow_as_intermediate = true,
ingredients = { { type = "item", name = "wood", amount = 2 } },
results = { { type = "item", name = "lumber", amount = 1 } },
energy_required = 1
}
})

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local space_age_item_sounds = require("__space-age__.prototypes.item_sounds")
local Technology = require("__cf-lib__/data/Technology")
data:extend({
{
type = "recipe",
name = "cupriavidus-necator-starter",
category = "organic-or-chemistry",
energy_required = 12.8,
enabled = false,
ingredients = {
{ type = "item", name = "peat", amount = 10 },
{ type = "item", name = "gold-stromatolite-seed", amount = 1 },
{ type = "fluid", name = "wood-pulp", amount = 100 },
{ type = "fluid", name = "water", amount = 100 }
},
results = { { type = "item", name = "cupriavidus-necator", amount_min = 4, amount_max = 10, probability = 0.15 } },
result_is_always_fresh = true,
icons = {
{ icon = Lignumis.graphics .. "icons/cupriavidus-necator-1.png" },
{ icon = Lignumis.graphics .. "icons/peat.png", scale = 0.25, shift = { 8, 8 } },
{ icon = Lignumis.graphics .. "icons/wood-pulp.png", scale = 0.25, shift = { 8, 8 } }
},
crafting_machine_tint = {
primary = { r = 1.000, g = 1.000, b = 1.000, a = 1.000 }, -- #fefeffff
secondary = { r = 0.771, g = 0.771, b = 0.771, a = 1.000 }, -- #c4c4c4ff
tertiary = { r = 0.768, g = 0.665, b = 0.762, a = 1.000 }, -- #c3a9c2ff
quaternary = { r = 0.000, g = 0.000, b = 0.000, a = 1.000 }, -- #000000ff
},
enabled = false,
allow_quality = false,
preserve_products_in_machine_output = true,
subgroup = "lignumis-bioprocessing",
order = "0[lignumis]-b[cupriavidus-necator-starter]",
},
{
type = "recipe",
name = "cupriavidus-necator",
category = "organic-or-chemistry",
energy_required = 12.8,
enabled = false,
ingredients = {
{ type = "fluid", name = "wood-pulp", amount = 40 },
{ type = "fluid", name = "water", amount = 100 },
{ type = "item", name = "cupriavidus-necator", amount = 10 },
},
results = {
{ type = "item", name = "cupriavidus-necator", amount_min = 10, amount_max = 80, ignored_by_productivity = 1 }
},
result_is_always_fresh = true,
crafting_machine_tint = {
primary = { r = 1.000, g = 1.000, b = 1.000, a = 1.000 }, -- #fefeffff
secondary = { r = 0.771, g = 0.771, b = 0.771, a = 1.000 }, -- #c4c4c4ff
tertiary = { r = 0.768, g = 0.665, b = 0.762, a = 1.000 }, -- #c3a9c2ff
quaternary = { r = 0.000, g = 0.000, b = 0.000, a = 1.000 }, -- #000000ff
},
enabled = false,
allow_productivity = true,
preserve_products_in_machine_output = true,
subgroup = "lignumis-bioprocessing",
},
{
type = "item",
name = "cupriavidus-necator",
icon = Lignumis.graphics .. "icons/cupriavidus-necator-1.png",
pictures = {
{ filename = Lignumis.graphics .. "icons/cupriavidus-necator-1.png", size = 64, scale = 0.5 },
{ filename = Lignumis.graphics .. "icons/cupriavidus-necator-2.png", size = 64, scale = 0.5 },
{ filename = Lignumis.graphics .. "icons/cupriavidus-necator-3.png", size = 64, scale = 0.5 },
},
stack_size = 1000,
spoil_result = "dead-cupriavidus-necator",
spoil_ticks = 2 * 60 * 60,
inventory_move_sound = space_age_item_sounds.agriculture_inventory_move,
pick_sound = space_age_item_sounds.agriculture_inventory_pickup,
drop_sound = space_age_item_sounds.agriculture_inventory_move,
subgroup = "lignumis-bioprocessing",
order = "0[lignumis]-c1[cupriavidus-necator]",
default_import_location = "lignumis",
weight = 1 * kg
},
{
type = "item",
name = "dead-cupriavidus-necator",
icon = Lignumis.graphics .. "icons/dead-cupriavidus-necator-1.png",
pictures = {
{ filename = Lignumis.graphics .. "icons/dead-cupriavidus-necator-1.png", size = 64, scale = 0.5 },
{ filename = Lignumis.graphics .. "icons/dead-cupriavidus-necator-2.png", size = 64, scale = 0.5 },
{ filename = Lignumis.graphics .. "icons/dead-cupriavidus-necator-3.png", size = 64, scale = 0.5 },
},
stack_size = 1000,
inventory_move_sound = space_age_item_sounds.agriculture_inventory_move,
pick_sound = space_age_item_sounds.agriculture_inventory_pickup,
drop_sound = space_age_item_sounds.agriculture_inventory_move,
subgroup = "lignumis-bioprocessing",
order = "0[lignumis]-c2[dead-cupriavidus-necator]",
default_import_location = "lignumis",
weight = 1 * kg
},
{
type = "recipe",
name = "plastic-from-cupriavidus-necator",
category = "organic-or-chemistry",
icons = {
{ icon = "__base__/graphics/icons/plastic-bar.png" },
{ icon = Lignumis.graphics .. "icons/cupriavidus-necator-1.png", scale = 0.25, shift = { 8, 8 } }
},
energy_required = 12.8,
enabled = false,
auto_recycle = false,
ingredients = { { type = "item", name = "cupriavidus-necator", amount = 100 } },
results = {
{ type = "item", name = "plastic-bar", amount_min = 1, amount_max = 20 },
{ type = "fluid", name = "wood-pulp", amount = 10, ignore_productivity = 10 }
},
crafting_machine_tint = {
primary = { r = 1.000, g = 1.000, b = 1.000, a = 1.000 }, -- #fefeffff
secondary = { r = 0.771, g = 0.771, b = 0.771, a = 1.000 }, -- #c4c4c4ff
tertiary = { r = 0.768, g = 0.665, b = 0.762, a = 1.000 }, -- #c3a9c2ff
quaternary = { r = 0.000, g = 0.000, b = 0.000, a = 1.000 }, -- #000000ff
},
enabled = false,
subgroup = "lignumis-bioprocessing",
order = "0[lignumis]-d1[plastic]",
allow_productivity = true
},
{
type = "recipe",
name = "plastic-from-dead-cupriavidus-necator",
category = "organic-or-chemistry",
icons = {
{ icon = "__base__/graphics/icons/plastic-bar.png" },
{ icon = Lignumis.graphics .. "icons/dead-cupriavidus-necator-1.png", scale = 0.25, shift = { 8, 8 } }
},
energy_required = 12.8,
enabled = false,
auto_recycle = false,
ingredients = { { type = "item", name = "dead-cupriavidus-necator", amount = 100 } },
results = {
{ type = "item", name = "plastic-bar", amount_min = 1, amount_max = 14 },
{ type = "fluid", name = "wood-pulp", amount = 7, ignore_productivity = 7 }
},
crafting_machine_tint = {
primary = { r = 1.000, g = 1.000, b = 1.000, a = 1.000 }, -- #fefeffff
secondary = { r = 0.771, g = 0.771, b = 0.771, a = 1.000 }, -- #c4c4c4ff
tertiary = { r = 0.768, g = 0.665, b = 0.762, a = 1.000 }, -- #c3a9c2ff
quaternary = { r = 0.000, g = 0.000, b = 0.000, a = 1.000 }, -- #000000ff
},
enabled = false,
subgroup = "lignumis-bioprocessing",
order = "0[lignumis]-d2[plastic]",
allow_productivity = true
},
{
type = "recipe",
name = "low-density-structure-gold",
category = "crafting",
energy_required = 15,
enabled = false,
auto_recycle = false,
ingredients = {
{ type = "item", name = "gold-plate", amount = 20 },
{ type = "item", name = "plastic-bar", amount = 7 },
{ type = "item", name = "lumber", amount = 4 }
},
results = { { type = "item", name = "low-density-structure", amount = 2 } },
allow_productivity = true,
icons = {
{ icon = "__base__/graphics/icons/low-density-structure.png" },
{ icon = Lignumis.graphics .. "icons/gold-plate.png", scale = 0.25, shift = { 8, 8 } }
}
},
{
type = "recipe",
name = "nutrients-from-wood-pulp",
category = "organic-or-chemistry",
energy_required = 1,
enabled = false,
auto_recycle = false,
ingredients = { { type = "fluid", name = "wood-pulp", amount = 10 } },
results = { { type = "item", name = "nutrients", amount = 5 } },
allow_productivity = true,
subgroup = "lignumis-bioprocessing",
icons = {
{ icon = "__space-age__/graphics/icons/nutrients.png" },
{ icon = "__base__/graphics/icons/wood.png", scale = 0.25, shift = { 8, 8 } }
},
order = "0[lignumis]-a[nutrients]",
},
{
type = "recipe",
name = "rocket-fuel-from-wood-pulp-and-peat",
energy_required = 15,
enabled = false,
auto_recycle = false,
category = "crafting-with-fluid",
ingredients =
{
{ type = "item", name = "peat", amount = 9 },
{ type = "fluid", name = "wood-pulp", amount = 45 }
},
results = { { type = "item", name = "rocket-fuel", amount = 1 } },
crafting_machine_tint =
{
primary = { r = 1.0, g = 0.7, b = 0.0, a = 1.000 },
secondary = { r = 1.0, g = 0.7, b = 0.0, a = 1.000 },
},
allow_productivity = true,
icons = {
{ icon = "__base__/graphics/icons/rocket-fuel.png" },
{ icon = Lignumis.graphics .. "icons/peat.png", scale = 0.25, shift = { 8, 8 } },
{ icon = Lignumis.graphics .. "icons/wood-pulp.png", scale = 0.25, shift = { 8, 8 } }
},
subgroup = "lignumis-bioprocessing",
order = "0[lignumis]-e[rocket-fuel]",
}
})
if settings.startup["lignumis-basic-circuit-board"].value then
data:extend({
{
type = "recipe",
name = "processing-unit-gold",
category = "crafting-with-steam",
additional_categories = { "electromagnetics" },
enabled = false,
auto_recycle = false,
energy_required = 10,
ingredients =
{
{ type = "item", name = "basic-circuit-board", amount = 20 },
{ type = "item", name = "gold-cable", amount = 8 },
{ type = "item", name = "plastic-bar", amount = 3 },
{ type = "fluid", name = "wood-pulp", amount = 5 }
},
results = { { type = "item", name = "processing-unit", amount = 1 } },
allow_productivity = true,
icons = {
{ icon = "__base__/graphics/icons/processing-unit.png" },
{ icon = Lignumis.graphics .. "icons/gold-cable.png", scale = 0.25, shift = { 8, 8 } }
}
}
})
Technology:new("processing-unit"):addRecipe("processing-unit-gold")
end
local plastics = Technology:new("plastics")
plastics:addRecipe("cupriavidus-necator-starter")
plastics:addRecipe("cupriavidus-necator")
plastics:addRecipe("plastic-from-cupriavidus-necator")
plastics:addRecipe("plastic-from-dead-cupriavidus-necator")
local lds = Technology:new("low-density-structure")
lds:addRecipe("low-density-structure-gold")
local rocket_fuel = Technology:new("rocket-fuel")
rocket_fuel:addRecipe("rocket-fuel-from-wood-pulp-and-peat")
local agriculture = Technology:new("agriculture")
agriculture:addRecipe("nutrients-from-wood-pulp")
local plastic_productivity = Technology:new("plastic-bar-productivity")
plastic_productivity:addEffect({
type = "change-recipe-productivity",
recipe = "plastic-from-cupriavidus-necator",
change = 0.1
})
plastic_productivity:addEffect({
type = "change-recipe-productivity",
recipe = "plastic-from-dead-cupriavidus-necator",
change = 0.1
})
local lds_productivity = Technology:new("low-density-structure-productivity")
lds_productivity:addEffect({
type = "change-recipe-productivity",
recipe = "low-density-structure-gold",
change = 0.1
})
local rocket_fuel_productivity = Technology:new("rocket-fuel-productivity")
rocket_fuel_productivity:addEffect({
type = "change-recipe-productivity",
recipe = "rocket-fuel-from-wood-pulp-and-peat",
change = 0.1
})

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-- Entities added by Lignumis define noise emissions/absorption in their own file.
local function emit(type, name, amount)
local entity = data.raw[type][name]
entity.energy_source = entity.energy_source or {}
entity.energy_source.emissions_per_minute = entity.energy_source.emissions_per_minute or {}
entity.energy_source.emissions_per_minute.noise = amount
end
local function emit_constant(type, name, amount)
local entity = data.raw[type][name]
entity.emissions_per_second = entity.emissions_per_second or {}
entity.emissions_per_second.noise = amount / 60
end
data:extend({
{
type = "airborne-pollutant",
name = "noise",
chart_color = { r = 183, g = 0, b = 225, a = 149 },
icon = {
filename = Lignumis.graphics .. "noise-map-icon.png",
priority = "high",
size = 64,
flags = { "gui-icon" }
},
affects_evolution = true,
affects_water_tint = false,
}
})
-- Nauvis enemies use noise
data.raw["unit-spawner"]["spitter-spawner"].absorptions_per_second.noise = { absolute = 200, proportional = 0.01 }
data.raw["unit-spawner"]["biter-spawner"].absorptions_per_second.noise = { absolute = 200, proportional = 0.01 }
data.raw["unit"]["small-biter"].absorptions_to_join_attack.noise = 1
data.raw["unit"]["medium-biter"].absorptions_to_join_attack.noise = 5
data.raw["unit"]["big-biter"].absorptions_to_join_attack.noise = 20
data.raw["unit"]["behemoth-biter"].absorptions_to_join_attack.noise = 100
data.raw["unit"]["small-spitter"].absorptions_to_join_attack.noise = 1
data.raw["unit"]["medium-spitter"].absorptions_to_join_attack.noise = 3
data.raw["unit"]["big-spitter"].absorptions_to_join_attack.noise = 8
data.raw["unit"]["behemoth-spitter"].absorptions_to_join_attack.noise = 50
-- All trees absorb noise
for _, tree in pairs(data.raw.tree) do
emit_constant("tree", tree.name, -6)
end
emit_constant("plant", "tree-plant", -6)
-- Tiles absorb noise
local tiles = {"grass-1", "grass-2", "grass-3", "grass-4", "water", "deepwater", "natural-gold-soil"}
for _, tile in pairs(tiles) do
if not data.raw.tile[tile].absorptions_per_second then
data.raw.tile[tile].absorptions_per_second = {}
end
data.raw.tile[tile].absorptions_per_second.noise = 0.001
end
-- Walls absorb noise
emit_constant("wall", "wooden-wall", -25)
emit_constant("wall", "stone-wall", -40)
emit_constant("gate", "gate", -30)
-- Buildings emit noise
emit("furnace", "stone-furnace", 10)
emit("furnace", "electric-furnace", 10)
emit("mining-drill", "burner-mining-drill", 50)
emit("mining-drill", "electric-mining-drill", 100)
emit("mining-drill", "big-mining-drill", 200)
--emit("mining-drill", "deep-miner", 2000)
--emit("agricultural-tower", "burner-agricultural-tower", 75)
emit("agricultural-tower", "agricultural-tower", 75)
--emit("assembling-machine", "burner-assembling-machine", 50)
--emit("assembling-machine", "steam-assembling-machine", 50)
emit("assembling-machine", "assembling-machine-1", 10)
emit("assembling-machine", "assembling-machine-2", 15)
emit("assembling-machine", "assembling-machine-3", 20)
emit("assembling-machine", "chemical-plant", 10)
emit("boiler", "boiler", 5)
emit("generator", "steam-engine", 10)
emit("boiler", "heat-exchanger", 1)
emit("generator", "steam-turbine", 20)
--emit("rocket-silo", "provisional-rocket-silo", 10000)
--emit_constant("rocket-silo", "provisional-rocket-silo", 1000)
emit("rocket-silo", "rocket-silo", 10000)
emit_constant("rocket-silo", "rocket-silo", 1000)
--emit("lab", "wood-lab", 10)
emit("lab", "lab", 5)
emit("lab", "biolab", 20)
emit("locomotive", "locomotive", 200)
emit_constant("locomotive", "locomotive", 10)
--emit_constant("transport-belt", "wood-transport-belt", 2)
emit_constant("transport-belt", "transport-belt", 3)
emit_constant("transport-belt", "fast-transport-belt", 4)
emit_constant("transport-belt", "express-transport-belt", 6)
emit_constant("transport-belt", "turbo-transport-belt", 8)
--emit_constant("underground-belt", "wood-underground-belt", 7.5)
emit_constant("underground-belt", "underground-belt", 10)
emit_constant("underground-belt", "fast-underground-belt", 20)
emit_constant("underground-belt", "express-underground-belt", 30)
emit_constant("underground-belt", "turbo-underground-belt", 40)
--emit_constant("splitter", "wood-splitter", 20)
emit_constant("splitter", "splitter", 30)
emit_constant("splitter", "fast-splitter", 40)
emit_constant("splitter", "express-splitter", 50)
emit_constant("splitter", "turbo-splitter", 60)

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local sounds = require("__base__.prototypes.entity.sounds")
local resource_autoplace = require("resource-autoplace")
local item_sounds = require("__base__.prototypes.item_sounds")
local item_tints = require("__base__.prototypes.item-tints")
local grass_driving_sound = {
sound = {
filename = "__base__/sound/driving/vehicle-surface-grass.ogg", volume = 0.5,
advanced_volume_control = { fades = { fade_in = { curve_type = "cosine", from = { control = 0.5, volume_percentage = 0.0 }, to = { 1.5, 100.0 } } } }
},
fade_ticks = 6
}
data:extend({
{
type = "resource",
name = "peat",
icon = Lignumis.graphics .. "icons/peat.png",
flags = { "placeable-neutral" },
order = "a-b-b",
tree_removal_probability = 0.1,
tree_removal_max_distance = 32 * 32,
minable = {
count = 2,
mining_particle = "wooden-particle",
mining_time = 1,
results = {
{
type = "item",
name = "peat",
amount = 2
},
{
type = "item",
name = "wood",
amount_min = 1,
amount_max = 8,
probability = 0.1
}
}
},
walking_sound = sounds.plant,
driving_sound = grass_driving_sound,
collision_box = { { -0.1, -0.1 }, { 0.1, 0.1 } },
selection_box = { { -0.5, -0.5 }, { 0.5, 0.5 } },
autoplace = resource_autoplace.resource_autoplace_settings {
name = "lignumis_peat",
order = "b",
base_density = 8,
base_spots_per_km2 = 5,
has_starting_area_placement = true,
regular_rq_factor_multiplier = 1,
starting_rq_factor_multiplier = 1,
candidate_spot_count = 21
},
stage_counts = { 15000, 9500, 5500, 2900, 1300, 400, 150, 80 },
stages = {
sheet = {
filename = "__base__/graphics/entity/iron-ore/iron-ore.png",
priority = "extra-high",
size = 128,
frame_count = 8,
variation_count = 8,
scale = 0.5,
tint = { b = 0.24, g = 0.50, r = 0.79 }
}
},
map_color = { 0.4, 0.2470, 0.1176 },
mining_visualisation_tint = { b = 0.24, g = 0.50, r = 0.79 },
factoriopedia_simulation = {
init = " game.simulation.camera_position = {0, -0.5}\n\n game.surfaces[1].create_entity{name = \"peat\", position = {-2.5, -2.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-1.5, -2.5}, amount = 100}\n game.surfaces[1].create_entity{name = \"peat\", position = {-0.5, -2.5}, amount = 500}\n game.surfaces[1].create_entity{name = \"peat\", position = {1.5, -2.5}, amount = 150}\n game.surfaces[1].create_entity{name = \"peat\", position = {0.5, -2.5}, amount = 200}\n game.surfaces[1].create_entity{name = \"peat\", position = {2.5, -2.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-4.5, -0.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-3.5, -1.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-3.5, -0.5}, amount = 150}\n game.surfaces[1].create_entity{name = \"peat\", position = {-2.5, -1.5}, amount = 150}\n game.surfaces[1].create_entity{name = \"peat\", position = {-2.5, -0.5}, amount = 650}\n game.surfaces[1].create_entity{name = \"peat\", position = {-0.5, -0.5}, amount = 1000}\n game.surfaces[1].create_entity{name = \"peat\", position = {-1.5, -0.5}, amount = 850}\n game.surfaces[1].create_entity{name = \"peat\", position = {-0.5, -1.5}, amount = 800}\n game.surfaces[1].create_entity{name = \"peat\", position = {-1.5, -1.5}, amount = 650}\n game.surfaces[1].create_entity{name = \"peat\", position = {1.5, -1.5}, amount = 450}\n game.surfaces[1].create_entity{name = \"peat\", position = {1.5, -0.5}, amount = 1000}\n game.surfaces[1].create_entity{name = \"peat\", position = {0.5, -0.5}, amount = 1050}\n game.surfaces[1].create_entity{name = \"peat\", position = {0.5, -1.5}, amount = 850}\n game.surfaces[1].create_entity{name = \"peat\", position = {3.5, -1.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {3.5, -0.5}, amount = 250}\n game.surfaces[1].create_entity{name = \"peat\", position = {2.5, -1.5}, amount = 250}\n game.surfaces[1].create_entity{name = \"peat\", position = {2.5, -0.5}, amount = 500}\n game.surfaces[1].create_entity{name = \"peat\", position = {4.5, -0.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-2.5, 1.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-3.5, 0.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-2.5, 0.5}, amount = 200}\n game.surfaces[1].create_entity{name = \"peat\", position = {-1.5, 1.5}, amount = 150}\n game.surfaces[1].create_entity{name = \"peat\", position = {-0.5, 1.5}, amount = 550}\n game.surfaces[1].create_entity{name = \"peat\", position = {-0.5, 0.5}, amount = 850}\n game.surfaces[1].create_entity{name = \"peat\", position = {-1.5, 0.5}, amount = 700}\n game.surfaces[1].create_entity{name = \"peat\", position = {1.5, 1.5}, amount = 250}\n game.surfaces[1].create_entity{name = \"peat\", position = {0.5, 1.5}, amount = 300}\n game.surfaces[1].create_entity{name = \"peat\", position = {1.5, 0.5}, amount = 550}\n game.surfaces[1].create_entity{name = \"peat\", position = {0.5, 0.5}, amount = 1000}\n game.surfaces[1].create_entity{name = \"peat\", position = {3.5, 1.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {2.5, 1.5}, amount = 150}\n game.surfaces[1].create_entity{name = \"peat\", position = {3.5, 0.5}, amount = 150}\n game.surfaces[1].create_entity{name = \"peat\", position = {2.5, 0.5}, amount = 300}\n game.surfaces[1].create_entity{name = \"peat\", position = {4.5, 0.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {-0.5, 2.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {1.5, 2.5}, amount = 50}\n game.surfaces[1].create_entity{name = \"peat\", position = {2.5, 2.5}, amount = 50}\n "
}
},
{
type = "item",
name = "peat",
icon = Lignumis.graphics .. "icons/peat.png",
subgroup = "raw-resource",
order = "a[peat]",
inventory_move_sound = item_sounds.landfill_inventory_move,
pick_sound = item_sounds.landfill_inventory_pickup,
drop_sound = item_sounds.landfill_inventory_move,
stack_size = 100,
weight = 2 * kg,
random_tint_color = item_tints.iron_rust,
fuel_category = "chemical",
fuel_value = "8MJ",
}
})

View file

@ -0,0 +1,217 @@
local item_sounds = require("__base__.prototypes.item_sounds")
local QualityAssemblerFactory = require(MF.buildings .. "GravityAssembler")
local QualityAssembler = QualityAssemblerFactory("quality-assembler")
data:extend({
{
type = "burner-usage",
name = "quality-catalyst",
empty_slot_sprite = {
filename = Lignumis.graphics .. "empty-quality-catalyst-slot.png",
priority = "extra-high-no-scale",
size = 64,
flags = { "gui-icon" },
},
empty_slot_caption = { "gui.quality-catalyst" },
empty_slot_description = { "gui.quality-catalyst-description" },
icon = {
filename = Lignumis.graphics .. "quality-catalyst-icon-red.png",
priority = "extra-high-no-scale",
width = 64,
height = 64,
flags = { "icon" }
},
no_fuel_status = { "entity-status.no-quality-catalyst" },
accepted_fuel_key = "description.accepted-catalysts",
burned_in_key = "used-in", -- factoriopedia
},
{
type = "fuel-category",
name = "quality-catalyst",
fuel_value_type = { "description.quality-catalyst-energy-value" }
},
{
type = "item",
name = "gold-quality-catalyst",
icon = Lignumis.graphics .. "icons/quality-gold-catalyst.png",
subgroup = "raw-material",
color_hint = { text = "C" },
order = "a[smelting]-0[gold-plate]",
inventory_move_sound = item_sounds.metal_small_inventory_move,
pick_sound = item_sounds.metal_small_inventory_pickup,
drop_sound = item_sounds.metal_small_inventory_move,
stack_size = 50,
fuel_category = "quality-catalyst",
fuel_value = "2MJ",
weight = 1000 / 50 * kg,
},
{
type = "recipe",
name = "gold-quality-catalyst",
category = "electromagnetics",
energy_required = 60,
ingredients = {
{ type = "item", name = "gold-plate", amount = 10 },
{ type = "item", name = "tungsten-carbide", amount = 2 },
{ type = "item", name = "supercapacitor", amount = 2 }
},
results = { { type = "item", name = "gold-quality-catalyst", amount = 1 } },
allow_productivity = true,
allow_quality = false,
enabled = false
}
})
QualityAssembler.EntityBuilder:new()
:allowProductivity(false)
:burnerEnergySource({
burner_usage = "quality-catalyst",
fuel_categories = { "quality-catalyst" },
fuel_inventory_size = 1,
emissions_per_minute = { noise = 100, pollution = 6 }
})
:pipes()
:apply({
energy_usage = "1MW",
crafting_speed = 4,
module_slots = 6,
allowed_effects = { "consumption", "pollution", "quality" },
effect_receiver = { base_effect = { quality = 3.5 } }
})
QualityAssembler.ItemBuilder:new():apply()
QualityAssembler.RecipeBuilder:new()
:ingredients({
{ type = "item", name = "gold-plate", amount = 60 },
{ type = "item", name = "tungsten-plate", amount = 40 },
{ type = "item", name = "superconductor", amount = 50 },
{ type = "item", name = "carbon-fiber", amount = 100 },
{ type = "item", name = "quantum-processor", amount = 10 }
})
:apply({
category = "electromagnetics-or-quality-assembling",
})
QualityAssembler.TechnologyBuilder:new()
:prerequisites({ "legendary-quality", "quantum-processor" })
:count(5000)
:ingredients({
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 },
{ "automation-science-pack", 1 },
{ "logistic-science-pack", 1 },
{ "chemical-science-pack", 1 },
{ "space-science-pack", 1 },
{ "production-science-pack", 1 },
{ "utility-science-pack", 1 },
{ "metallurgic-science-pack", 1 },
{ "agricultural-science-pack", 1 },
{ "electromagnetic-science-pack", 1 },
{ "cryogenic-science-pack", 1 }
})
:time(60)
:additionalRecipes({ "gold-quality-catalyst" })
:apply()
data:extend({
{
type = "technology",
name = "experienced-quality-assembling-1",
icons = {
{ icon = "__quality__/graphics/technology/legendary-quality.png", icon_size = 256 },
{ icon = Lignumis.graphics .. "icons/quality-gold-catalyst.png", icon_size = 64, scale = 1, shift = { 50, 50 }, draw_background = true }
},
level = 1,
max_level = 1,
show_levels_info = true,
effects = {
{ type = "change-recipe-productivity", recipe = "gold-quality-catalyst", change = 0.25 }
},
research_trigger = { type = "craft-item", item = "gold-quality-catalyst", count = 1000 },
prerequisites = { "quality-assembler" }
},
{
type = "technology",
name = "experienced-quality-assembling-2",
icons = {
{ icon = "__quality__/graphics/technology/legendary-quality.png", icon_size = 256 },
{ icon = Lignumis.graphics .. "icons/quality-gold-catalyst.png", icon_size = 64, scale = 1, shift = { 50, 50 }, draw_background = true }
},
level = 2,
max_level = 2,
show_levels_info = true,
effects = {
{ type = "change-recipe-productivity", recipe = "gold-quality-catalyst", change = 0.5 }
},
research_trigger = { type = "craft-item", item = "gold-quality-catalyst", count = 10000 },
prerequisites = { "experienced-quality-assembling-1" }
}
})
local function convert_category(name)
local quality_name = name .. "-or-quality-assembling"
data:extend({
{
type = "recipe-category",
name = quality_name
}
})
for _, assembler in pairs(data.raw["assembling-machine"]) do
if assembler.crafting_categories and table.contains(assembler.crafting_categories, name) then
table.insert(assembler.crafting_categories, quality_name)
end
end
for _, character in pairs(data.raw["character"]) do
if character.crafting_categories and table.contains(character.crafting_categories, name) then
table.insert(character.crafting_categories, quality_name)
end
end
table.insert(data.raw["assembling-machine"]["quality-assembler"].crafting_categories, quality_name)
end
convert_category("wood-processing-or-assembling")
convert_category("metallurgy-or-assembling")
convert_category("metallurgy")
convert_category("electronics")
convert_category("electronics-or-assembling")
convert_category("electromagnetics")
convert_category("organic-or-assembling")
convert_category("crafting")
convert_category("cryogenics-or-assembling")
-- Lignumis
data.raw.recipe["lumber-mill"].category = "wood-processing-or-assembling-or-quality-assembling"
-- Nauvis
data.raw.recipe["logistic-robot"].category = "crafting-or-quality-assembling"
data.raw.recipe["construction-robot"].category = "crafting-or-quality-assembling"
data.raw.recipe["roboport"].category = "crafting-or-quality-assembling"
data.raw.recipe["speed-module-3"].category = "electronics-or-quality-assembling"
data.raw.recipe["productivity-module-3"].category = "electronics-or-quality-assembling"
data.raw.recipe["efficiency-module-3"].category = "electronics-or-quality-assembling"
data.raw.recipe["rocket-silo"].category = "crafting-or-quality-assembling"
data.raw.recipe["cargo-bay"].category = "crafting-or-quality-assembling"
data.raw.recipe["asteroid-collector"].category = "crafting-or-quality-assembling"
data.raw.recipe["thruster"].category = "crafting-or-quality-assembling"
-- Vulcanus
data.raw.recipe["foundry"].category = "metallurgy-or-assembling-or-quality-assembling"
data.raw.recipe["big-mining-drill"].category = "metallurgy-or-quality-assembling"
-- Fulgora
data.raw.recipe["electromagnetic-plant"].category = "electronics-or-assembling-or-quality-assembling"
data.raw.recipe["lightning-collector"].category = "electromagnetics-or-quality-assembling"
data.raw.recipe["mech-armor"].category = "crafting-or-quality-assembling"
data.raw.recipe["quality-module-3"].category = "electronics-or-quality-assembling"
data.raw.recipe["recycler"].category = "crafting-or-quality-assembling"
-- Gleba
data.raw.recipe["biochamber"].category = "organic-or-assembling-or-quality-assembling"
data.raw.recipe["stack-inserter"].category = "crafting-or-quality-assembling"
data.raw.recipe["spidertron"].category = "crafting-or-quality-assembling"
-- Aquilo
data.raw.recipe["cryogenic-plant"].category = "cryogenics-or-assembling-or-quality-assembling"

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@ -0,0 +1,113 @@
local item_sounds = require("__base__.prototypes.item_sounds")
local pipecovers = require("prototypes/content/gold/pipecovers")
local machinepipes = require("prototypes/content/gold/machinepipes")
local gfx = Lignumis.graphics .. "entity/steam-assembling-machine/"
local assembling_machine = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"])
assembling_machine.name = "steam-assembling-machine"
assembling_machine.icons = { { icon = Lignumis.graphics .. "icons/steam-assembling-machine.png", icon_size = 64 } }
assembling_machine.minable.result = "steam-assembling-machine"
assembling_machine.next_upgrade = "assembling-machine-1"
assembling_machine.module_slots = 2
assembling_machine.corpses = "steam-assembling-machine-remnants"
assembling_machine.resistances = nil
assembling_machine.graphics_set = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-1"].graphics_set)
assembling_machine.graphics_set.animation.layers[1].filename =
gfx .. "steam-assembling-machine.png"
assembling_machine.crafting_categories = {
"basic-crafting",
"crafting",
"electronics",
"pressing",
"wood-processing-or-assembling",
"organic-or-assembling",
"electronics-or-assembling",
"metallurgy-or-assembling",
"crafting-with-steam"
}
assembling_machine.crafting_speed = 0.5
assembling_machine.energy_usage = "25kW"
assembling_machine.energy_source = {
type = "fluid",
maximum_temperature = 165,
scale_fluid_usage = true,
effectivity = 1,
emissions_per_minute = { noise = 50 },
fluid_box = {
filter = "steam",
production_type = "input",
pipe_picture = machinepipes(),
pipe_covers = pipecovers(),
volume = 50,
pipe_connections = {
{ flow_direction = "input-output", direction = defines.direction.west, position = { -1, 0 } },
{ flow_direction = "input-output", direction = defines.direction.east, position = { 1, 0 } }
},
secondary_draw_orders = { north = -1 }
}
}
assembling_machine.fluid_boxes[1].pipe_picture = machinepipes()
assembling_machine.fluid_boxes[1].pipe_covers = pipecovers()
assembling_machine.fluid_boxes[2].pipe_picture = machinepipes()
assembling_machine.fluid_boxes[2].pipe_covers = pipecovers()
local remnants = table.deepcopy(data.raw["corpse"]["assembling-machine-1-remnants"])
remnants.name = "steam-assembling-machine-remnants"
remnants.icon = Lignumis.graphics .. "icons/steam-assembling-machine.png"
remnants.animation[1].filename = gfx .. "steam-assembling-machine-remnants.png"
remnants.animation[2].filename = gfx .. "steam-assembling-machine-remnants.png"
remnants.animation[3].filename = gfx .. "steam-assembling-machine-remnants.png"
remnants.order = "1[steam-assembling-machine]"
data:extend({
{
type = "recipe-category",
name = "crafting-with-steam"
},
assembling_machine,
remnants,
{
type = "item",
name = "steam-assembling-machine",
icon = Lignumis.graphics .. "icons/steam-assembling-machine.png",
subgroup = "production-machine",
order = "1[steam-assembling-machine]",
inventory_move_sound = item_sounds.mechanical_inventory_move,
pick_sound = item_sounds.mechanical_inventory_pickup,
drop_sound = item_sounds.mechanical_inventory_move,
place_result = "steam-assembling-machine",
stack_size = 50,
weight = 20 * kg
},
{
type = "recipe",
name = "steam-assembling-machine",
enabled = false,
ingredients = {
{ type = "item", name = "burner-assembling-machine", amount = 1 },
{ type = "item", name = "gold-pipe", amount = 5 }
},
results = { { type = "item", name = "steam-assembling-machine", amount = 1 } },
energy_required = 8
},
{
type = "technology",
name = "steam-automation",
icon = Lignumis.graphics .. "technology/steam-automation.png",
icon_size = 256,
effects = {
{
type = "unlock-recipe",
recipe = "steam-assembling-machine"
}
},
prerequisites = { "gold-fluid-handling" },
unit = {
count = 20,
ingredients = { { "wood-science-pack", 1 } },
time = 15
},
ignore_tech_cost_multiplier = false
}
})

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local item_tints = require("__base__.prototypes.item-tints")
local item_sounds = require("__base__.prototypes.item_sounds")
local Technology = require("__cf-lib__/data/Technology")
local spoil = settings.startup["lignumis-sciences-spoil"].value
data:extend({
{
type = "tool",
name = "steam-science-pack",
localised_description = { "item-description.science-pack" },
icon = Lignumis.graphics .. "icons/steam-science-pack.png",
subgroup = "science-pack",
color_hint = { text = "A" },
order = "1[steam-science-pack]",
inventory_move_sound = item_sounds.science_inventory_move,
pick_sound = item_sounds.science_inventory_pickup,
drop_sound = item_sounds.science_inventory_move,
stack_size = 200,
weight = 1 * kg,
durability = 1,
durability_description_key = "description.science-pack-remaining-amount-key",
factoriopedia_durability_description_key = "description.factoriopedia-science-pack-remaining-amount-key",
durability_description_value = "description.science-pack-remaining-amount-value",
random_tint_color = item_tints.iron_rust,
default_import_location = "lignumis",
spoil_result = spoil and "steam-science-pack-spoiled" or nil,
spoil_ticks = spoil and 3600 * 5 or nil
},
{
type = "recipe",
name = "steam-science-pack",
category = "crafting-with-steam",
enabled = false,
energy_required = 20,
ingredients = {
{ type = "item", name = "gold-plate", amount = 2 }
},
results = { { type = "item", name = "steam-science-pack", amount = 2 } },
crafting_machine_tint = {
primary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
secondary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
},
allow_productivity = true,
surface_conditions = settings.startup["lignumis-restrict-sciences"].value and { { property = "pollutant-type", min = 3, max = 3 } } or nil
},
{
type = "recipe",
name = "steam-science-pack-steam",
localised_name = { "item-name.steam-science-pack" },
category = "crafting-with-fluid",
enabled = false,
energy_required = 20,
ingredients = {
{ type = "item", name = "gold-plate", amount = 2 },
{ type = "fluid", name = "steam", amount = 20 }
},
results = { { type = "item", name = "steam-science-pack", amount = 2 } },
crafting_machine_tint = {
primary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
secondary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
},
allow_productivity = true,
surface_conditions = settings.startup["lignumis-restrict-sciences"].value and { { property = "pollutant-type", min = 3, max = 3 } } or nil
},
{
type = "technology",
name = "steam-science-pack",
icon = Lignumis.graphics .. "technology/steam-science-pack.png",
icon_size = 256,
essential = true,
effects = {
{
type = "unlock-recipe",
recipe = "steam-science-pack"
}
},
prerequisites = { "steam-automation" },
unit = {
count = 20,
ingredients = { { "wood-science-pack", 1 } },
time = 15
}
}
})
if spoil then
data:extend({
{
type = "item",
name = "steam-science-pack-spoiled",
icon = Lignumis.graphics .. "icons/steam-science-pack-spoiled.png",
subgroup = "science-pack",
color_hint = { text = "A" },
order = "2[steam-science-pack]",
inventory_move_sound = item_sounds.science_inventory_move,
pick_sound = item_sounds.science_inventory_pickup,
drop_sound = item_sounds.science_inventory_move,
stack_size = 200,
weight = 1 * kg,
random_tint_color = item_tints.iron_rust,
default_import_location = "lignumis"
},
{
type = "recipe",
name = "refresh-steam-science-pack",
category = "smelting",
enabled = false,
energy_required = 10,
ingredients = {
{ type = "item", name = "steam-science-pack-spoiled", amount = 1 }
},
results = { { type = "item", name = "steam-science-pack", amount = 1 } },
crafting_machine_tint = {
primary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
secondary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
},
allow_productivity = false,
auto_recycle = false
}
})
Technology:new("steam-science-pack"):addRecipe("refresh-steam-science-pack")
end
Technology:new("automation-2"):addRecipe("steam-science-pack-steam")

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data:extend({
{
type = "technology",
name = "planet-discovery-lignumis",
icons = PlanetsLib.technology_icons_moon(Lignumis.graphics .. "technology/lignumis.png", 256),
effects = {
{
type = "unlock-space-location",
space_location = "lignumis",
use_icon_overlay_constant = true
}
},
prerequisites = { "automation-science-pack" },
unit = {
count = 10,
ingredients = {
{ "automation-science-pack", 1 },
},
time = 10
}
},
{
type = "technology",
name = "gold-fluid-handling",
icon = Lignumis.graphics .. "technology/gold-fluid-handling.png",
icon_size = 256,
prerequisites = { "burner-automation" },
effects = {
{
type = "unlock-recipe",
recipe = "gold-pipe"
},
{
type = "unlock-recipe",
recipe = "gold-pipe-to-ground"
},
{
type = "unlock-recipe",
recipe = "gold-storage-tank"
},
{
type = "unlock-recipe",
recipe = "desiccation-furnace"
},
{
type = "unlock-recipe",
recipe = "moist-stromatolite-remnant-desiccation"
},
{
type = "unlock-recipe",
recipe = "moist-stromatolite-remnant-desiccation-without-steam"
}
},
unit = {
count = 20,
ingredients = { { "wood-science-pack", 1 } },
time = 15
}
},
{
type = "technology",
name = "provisional-rocketry",
icon = Lignumis.graphics .. "technology/provisional-rocketry.png",
icon_size = 256,
essential = true,
effects =
{
{
type = "unlock-recipe",
recipe = "provisional-rocket-silo"
},
{
type = "unlock-recipe",
recipe = "provisional-rocket-part"
}
},
prerequisites = { "wood-liquefaction" },
unit = {
count = 500,
ingredients = {
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 }
},
time = 15
}
}
})
data:extend({
{
type = "technology",
name = "planet-discovery-nauvis",
icons = util.technology_icon_constant_planet(Lignumis.graphics .. "technology/nauvis.png"),
icon_size = 256,
essential = true,
effects = {
{
type = "unlock-space-location",
space_location = "nauvis",
use_icon_overlay_constant = true
},
{
type = "unlock-space-platforms",
modifier = true,
hidden = true
}
},
prerequisites = { "provisional-rocketry" },
unit = {
count = 100,
ingredients = {
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 }
},
time = 30
}
},
{
type = "technology",
name = "iron-processing",
icon = "__base__/graphics/icons/iron-plate.png",
icon_size = 64,
effects = {
{
type = "unlock-recipe",
recipe = "iron-plate"
},
{
type = "unlock-recipe",
recipe = "iron-chest"
},
{
type = "unlock-recipe",
recipe = "iron-gear-wheel"
}
},
prerequisites = { "planet-discovery-nauvis" },
research_trigger = {
type = "mine-entity",
entity = "iron-ore"
}
},
{
type = "technology",
name = "copper-processing",
icon = "__base__/graphics/icons/copper-plate.png",
icon_size = 64,
effects = {
{
type = "unlock-recipe",
recipe = "copper-plate"
},
{
type = "unlock-recipe",
recipe = "copper-cable"
}
},
prerequisites = { "planet-discovery-nauvis" },
research_trigger = {
type = "mine-entity",
entity = "copper-ore"
}
}
})

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require("fuel-category-updates")
require("lignumis/planet-updates")

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local item_sounds = require("__base__.prototypes.item_sounds")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
local gfx = Lignumis.graphics .. "entity/wood-lab/"
data:extend({
{
type = "lab",
name = "wood-lab",
icon = Lignumis.graphics .. "icons/wood-lab.png",
flags = { "placeable-player", "player-creation" },
minable = { mining_time = 0.2, result = "wood-lab" },
fast_replaceable_group = "lab",
next_upgrade = "lab",
max_health = 150,
corpse = "lab-remnants",
dying_explosion = "lab-explosion",
collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } },
selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
damaged_trigger_effect = table.deepcopy(data.raw.lab["lab"].damaged_trigger_effect),
on_animation = {
layers = {
{
filename = gfx .. "wood-lab.png",
width = 194,
height = 174,
frame_count = 33,
line_length = 11,
animation_speed = 1 / 3,
shift = util.by_pixel(0, 1.5),
scale = 0.5
},
{
filename = "__base__/graphics/entity/lab/lab-integration.png",
width = 242,
height = 162,
line_length = 1,
repeat_count = 33,
animation_speed = 1 / 3,
shift = util.by_pixel(0, 15.5),
scale = 0.5
},
{
filename = gfx .. "wood-lab-light.png",
blend_mode = "additive",
draw_as_light = true,
width = 216,
height = 194,
frame_count = 33,
line_length = 11,
animation_speed = 1 / 3,
shift = util.by_pixel(0, 0),
scale = 0.5
},
{
filename = "__base__/graphics/entity/lab/lab-shadow.png",
width = 242,
height = 136,
line_length = 1,
repeat_count = 33,
animation_speed = 1 / 3,
shift = util.by_pixel(13, 11),
scale = 0.5,
draw_as_shadow = true
}
}
},
off_animation = {
layers = {
{
filename = gfx .. "wood-lab.png",
width = 194,
height = 174,
shift = util.by_pixel(0, 1.5),
scale = 0.5
},
{
filename = "__base__/graphics/entity/lab/lab-integration.png",
width = 242,
height = 162,
shift = util.by_pixel(0, 15.5),
scale = 0.5
},
{
filename = "__base__/graphics/entity/lab/lab-shadow.png",
width = 242,
height = 136,
shift = util.by_pixel(13, 11),
draw_as_shadow = true,
scale = 0.5
}
}
},
working_sound = {
sound = { filename = "__base__/sound/lab.ogg", volume = 0.7, modifiers = { volume_multiplier("main-menu", 2.2), volume_multiplier("tips-and-tricks", 0.8) } },
audible_distance_modifier = 0.7,
fade_in_ticks = 4,
fade_out_ticks = 20
},
impact_category = "wood",
open_sound = { filename = "__base__/sound/open-close/lab-open.ogg", volume = 0.6 },
close_sound = { filename = "__base__/sound/open-close/lab-close.ogg", volume = 0.6 },
energy_source = {
type = "burner",
fuel_categories = { "chemical" },
effectivity = 1,
fuel_inventory_size = 1,
emissions_per_minute = { pollution = 12, noise = 10 },
light_flicker = { color = { 0, 0, 0 } },
smoke = {
{
name = "smoke",
deviation = { 0.1, 0.1 },
frequency = 3
}
}
},
energy_usage = "150kW",
researching_speed = 0.5,
-- Applied again in final-fixes
inputs = {
"wood-science-pack",
"steam-science-pack",
"automation-science-pack",
"logistic-science-pack"
},
icons_positioning = {
{ inventory_index = defines.inventory.lab_modules, shift = { 0, 0.9 } },
{ inventory_index = defines.inventory.lab_input, shift = { 0, 0 }, max_icons_per_row = 4, separation_multiplier = 1 / 1.1 }
},
},
{
type = "item",
name = "wood-lab",
icon = Lignumis.graphics .. "icons/wood-lab.png",
subgroup = "production-machine",
order = "y0[lab]",
inventory_move_sound = item_sounds.lab_inventory_move,
pick_sound = item_sounds.lab_inventory_pickup,
drop_sound = item_sounds.lab_inventory_move,
place_result = "wood-lab",
stack_size = 10
},
{
type = "recipe",
name = "wood-lab",
category = "wood-processing-or-assembling",
energy_required = 2,
ingredients = {
{ type = "item", name = "lumber", amount = 6 },
{ type = "item", name = "wooden-gear-wheel", amount = 4 },
{ type = "item", name = "stone-brick", amount = 10 },
{ type = "item", name = "gold-plate", amount = basic_circuit_board and 10 or 20 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 10 } or nil
},
results = { { type = "item", name = "wood-lab", amount = 1 } },
enabled = false
}
})

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local Technology = require("__cf-lib__/data/Technology")
data:extend({
{
type = "fluid",
name = "wood-pulp",
default_temperature = 150,
fuel_value = "250kJ",
base_color = { r = 0.57, g = 0.392, b = 0.114 },
flow_color = { r = 0.57, g = 0.392, b = 0.114 },
icon = Lignumis.graphics .. "icons/wood-pulp.png",
icon_size = 64,
icon_mipmaps = 4,
subgroup = "fluid",
order = "w[wood]"
},
{
type = "recipe",
name = "wood-liquefaction",
category = "crafting-with-steam",
icon_size = 64,
icon_mipmaps = 4,
icons = {
{ icon = Lignumis.graphics .. "icons/wood-pulp.png" },
{ icon = "__base__/graphics/icons/wood.png", scale = 0.25, shift = { 8, 8 } },
},
subgroup = "fluid-recipes",
order = "a[oil-processing]-d[wood-liquefaction]",
enabled = false,
energy_required = 3,
crafting_machine_tint = {
primary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 },
secondary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 },
tertiary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 },
quaternary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 }
},
ingredients = {
{ type = "item", name = "wood", amount = 1 }
},
results = {
{ type = "fluid", name = "wood-pulp", amount = 10 }
},
allow_productivity = true
},
{
type = "recipe",
name = "wood-liquefaction-steam",
localised_name = { "recipe-name.wood-liquefaction" },
category = "crafting-with-fluid",
icon_size = 64,
icon_mipmaps = 4,
icons = {
{ icon = Lignumis.graphics .. "icons/wood-pulp.png" },
{ icon = "__base__/graphics/icons/wood.png", scale = 0.25, shift = { 8, 8 } },
},
subgroup = "fluid-recipes",
order = "a[oil-processing]-d[wood-liquefaction]",
enabled = false,
energy_required = 3,
crafting_machine_tint = {
primary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 },
secondary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 },
tertiary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 },
quaternary = { r = 0.57, g = 0.392, b = 0.114, a = 1.000 }
},
ingredients = {
{ type = "item", name = "wood", amount = 1 },
{ type = "fluid", name = "steam", amount = 10 }
},
results = {
{ type = "fluid", name = "wood-pulp", amount = 15 }
},
allow_productivity = true
},
{
type = "technology",
name = "wood-liquefaction",
icon_size = 256,
icon_mipmaps = 4,
icons = {
{ icon = "__base__/graphics/technology/oil-processing.png", icon_size = 256 },
{ icon = Lignumis.graphics .. "icons/wood-pulp.png", icon_size = 64, scale = 1 }
},
effects = {
{
type = "unlock-recipe",
recipe = "wood-liquefaction"
}
},
prerequisites = { "steam-science-pack" },
unit = {
ingredients = {
{ "wood-science-pack", 1 },
{ "steam-science-pack", 1 }
},
time = 15,
count = 50
},
order = "w"
}
})
Technology:new("automation-2"):addRecipe("wood-liquefaction-steam")

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local BeltFactory = require(MF.logistics .. "Belts")
local Belt = BeltFactory("wood", "brown", "slow")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
Belt.EntityBuilder:new()
:itemsPerSecond(7.5)
:nextTier("")
:undergroundDistance(4)
:animationSpeedMultiplier(1.01)
:apply({
transportBelt = {
emissions_per_second = { noise = 2 / 60 }
},
undergroundBelt = {
emissions_per_second = { noise = 7.5 / 60 },
factoriopedia_simulation = {
init =
[[
game.simulation.camera_position = {0, 0.5}
game.simulation.camera_zoom = 1.8
game.surfaces[1].create_entities_from_blueprint_string
{
string = "0eNqVUNsKgzAM/Zc81+FEBfsrYwwvQQKaltpuivjvS3Wwh8HGnkKSc0tWaIaA1hF70CtMXNvEm6R31MV+Bl0oWECfNwXUGp5AXwRGPddDBHA9Imh4GNMlgTt0vTNSkwYHD5EjsznSrwqQPXnCQ2JvlhuHsUEnAPVdSoE1k7ANv2KlpyOYVLHpyGF7bHMFfrFRidiGGOLDLPvXLP9tZoLf3eRO8jjK5P1YBXd0004oyqzKq6ooqzLNinLbnvlmf6E=",
position = {-0.5, 0}
}
]]
}
},
splitter = {
emissions_per_second = { noise = 20 / 60 }
}
})
local splitter_item = Belt.ItemBuilder:new()
:itemsPerRocket("transportBelt", 200)
:itemsPerRocket("undergroundBelt", 100)
:itemsPerRocket("splitter", 100)
:order("0")
:apply()
.splitter
Belt.RecipeBuilder:new()
:beltAmount(2)
:ingredients("transportBelt", {
{ type = "item", name = "lumber", amount = 1 },
{ type = "item", name = "wooden-gear-wheel", amount = 1 }
})
:ingredients("undergroundBelt", {
{ type = "item", name = "lumber", amount = 1 },
{ type = "item", name = "wood-transport-belt", amount = 4 },
})
:ingredients("splitter", {
{ type = "item", name = "wood-transport-belt", amount = 2 },
{ type = "item", name = "lumber", amount = 2 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 5 } or
{ type = "item", name = "gold-cable", amount = 10 }
})
:apply({
transportBelt = {
category = "wood-processing-or-assembling"
},
undergroundBelt = {
category = "wood-processing-or-assembling"
},
splitter = {
category = "wood-processing-or-assembling"
}
})
Belt.TechnologyBuilder:new()
:prerequisites({ "wood-science-pack" })
:ingredients({ { "wood-science-pack", 1 } })
:count(10)
:time(10)
:apply()
if not basic_circuit_board then
data:extend({
Belt.RecipeBuilder:new()
:ingredients("splitter", {
{ type = "item", name = "wood-transport-belt", amount = 2 },
{ type = "item", name = "lumber", amount = 2 },
{ type = "item", name = "electronic-circuit", amount = 2 }
})
:build({
splitter = {
name = "wood-splitter-electronic-circuit",
localised_name = { "entity-name.wood-splitter" },
icons = {
{ icon = splitter_item.icon },
{ icon = "__base__/graphics/icons/electronic-circuit.png", scale = 0.25, shift = { 8, 8 } }
},
category = "wood-processing-or-assembling"
}
})
.splitter
})
table.insert(data.raw.technology["electronics"].effects, {
type = "unlock-recipe",
recipe = "wood-splitter-electronic-circuit"
})
end

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-- Wooden military mod replaces the content here
if mods["wood-military"] then
return
end
local item_sounds = require("__base__.prototypes.item_sounds")
local simulations = require("__base__.prototypes.factoriopedia-simulations")
data:extend({
{
type = "explosion",
name = "explosion-hit-splinters",
localised_name = { "entity-name.explosion-hit" },
flags = { "not-on-map" },
subgroup = "explosions",
animations = util.empty_sprite(),
smoke = "smoke-fast",
smoke_count = 1,
smoke_slow_down_factor = 1,
created_effect = {
type = "direct",
action_delivery = {
type = "instant",
target_effects = {
type = "create-particle",
repeat_count = 2,
particle_name = "wooden-chest-wooden-splinter-particle-small",
offset_deviation = { { -0.5, -0.5 }, { 0.5, 0.5 } },
initial_height = 0.5,
initial_height_deviation = 0.04,
initial_vertical_speed = 0.069,
initial_vertical_speed_deviation = 0.025,
speed_from_center = 0.01,
speed_from_center_deviation = 0.023
}
}
}
},
{
type = "ammo",
name = "wood-darts-magazine",
icon = Lignumis.graphics .. "icons/wood-darts-magazine.png",
ammo_category = "bullet",
ammo_type = {
cooldown_modifier = 1 / 0.75,
action = {
type = "direct",
action_delivery = {
type = "instant",
source_effects = {
{
type = "create-explosion",
entity_name = "explosion-gunshot"
}
},
target_effects = {
{
type = "create-entity",
entity_name = "explosion-hit-splinters",
offsets = { { 0, 0.5 } },
offset_deviation = { { -0.5, -0.5 }, { 0.5, 0.5 } }
},
{
type = "damage",
damage = { amount = 3, type = "physical" }
}
}
}
}
},
magazine_size = 10,
reload_time = 15,
subgroup = "ammo",
order = "a[basic-clips]-0[wood-darts-magazine]",
inventory_move_sound = item_sounds.wood_inventory_move,
pick_sound = item_sounds.wood_inventory_pickup,
drop_sound = item_sounds.wood_inventory_move,
stack_size = 100,
weight = 5 * kg,
default_import_location = "lignumis"
},
{
type = "recipe",
name = "wood-darts-magazine",
category = "wood-processing-or-assembling",
energy_required = 1,
ingredients = { { type = "item", name = "wood", amount = 2 } },
results = { { type = "item", name = "wood-darts-magazine", amount = 1 } }
},
{
type = "armor",
name = "wood-armor",
icon = Lignumis.graphics .. "icons/wood-armor.png",
resistances = {
{
type = "physical",
decrease = 2,
percent = 10
},
{
type = "acid",
decrease = 0,
percent = 10
},
{
type = "explosion",
decrease = 1,
percent = 10
},
{
type = "fire",
decrease = 0,
percent = -90
}
},
subgroup = "armor",
order = "0[light-armor]",
factoriopedia_simulation = simulations.factoriopedia_light_armor,
inventory_move_sound = item_sounds.armor_small_inventory_move,
pick_sound = item_sounds.armor_small_inventory_pickup,
drop_sound = item_sounds.armor_small_inventory_move,
stack_size = 1,
infinite = true,
equipment_grid = "tiny-equipment-grid"
},
{
type = "recipe",
name = "wood-armor",
energy_required = 4,
ingredients = {
{ type = "item", name = "wood", amount = 20 },
{ type = "item", name = "gold-plate", amount = 4 }
},
results = { { type = "item", name = "wood-armor", amount = 1 } }
},
})
if settings.startup["lignumis-ammo-progression"].value then
table.insert(
data.raw.recipe["firearm-magazine"].ingredients,
{ type = "item", name = "wood-darts-magazine", amount = 1 }
)
end
data.raw.recipe["firearm-magazine"].enabled = false
data.raw.recipe["light-armor"].enabled = false
table.assign(data.raw.technology["military"].effects, {
{ type = "unlock-recipe", recipe = "firearm-magazine" },
{ type = "unlock-recipe", recipe = "light-armor" }
})

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local item_tints = require("__base__.prototypes.item-tints")
local item_sounds = require("__base__.prototypes.item_sounds")
local spoil = settings.startup["lignumis-sciences-spoil"].value
data:extend({
{
type = "tool",
name = "wood-science-pack",
localised_description = { "item-description.science-pack" },
icon = Lignumis.graphics .. "icons/wood-science-pack.png",
subgroup = "science-pack",
color_hint = { text = "A" },
order = "0[wood-science-pack]",
inventory_move_sound = item_sounds.science_inventory_move,
pick_sound = item_sounds.science_inventory_pickup,
drop_sound = item_sounds.science_inventory_move,
stack_size = 200,
weight = 1 * kg,
durability = 1,
durability_description_key = "description.science-pack-remaining-amount-key",
factoriopedia_durability_description_key = "description.factoriopedia-science-pack-remaining-amount-key",
durability_description_value = "description.science-pack-remaining-amount-value",
random_tint_color = item_tints.iron_rust,
default_import_location = "lignumis",
spoil_result = spoil and "spoilage" or nil,
spoil_ticks = spoil and 3600 * 60 or nil
},
{
type = "recipe",
name = "wood-science-pack",
enabled = false,
energy_required = 5,
ingredients = {
{ type = "item", name = "wooden-gear-wheel", amount = 1 },
{ type = "item", name = "stone-brick", amount = 1 }
},
results = { { type = "item", name = "wood-science-pack", amount = 1 } },
crafting_machine_tint = {
primary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
secondary = { r = 0.65, g = 0.27, b = 0.18, a = 1.000 },
},
allow_productivity = true,
surface_conditions = settings.startup["lignumis-restrict-sciences"].value and { { property = "pollutant-type", min = 3, max = 3 } } or nil
},
{
type = "technology",
name = "wood-science-pack",
icon = Lignumis.graphics .. "technology/wood-science-pack.png",
icon_size = 256,
essential = true,
effects =
{
{
type = "unlock-recipe",
recipe = "wood-lab"
},
{
type = "unlock-recipe",
recipe = "wood-science-pack"
}
},
research_trigger =
{
type = "craft-item",
item = "lumber",
count = 10
}
}
})

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local item_tints = require("__base__.prototypes.item-tints")
local item_sounds = require("__base__.prototypes.item_sounds")
data:extend({
{
type = "item",
name = "wooden-gear-wheel",
icon = Lignumis.graphics .. "icons/wooden-gear-wheel.png",
subgroup = "intermediate-product",
order = "a[basic-intermediates]-0[wooden-gear-wheel]",
inventory_move_sound = item_sounds.wood_inventory_move,
pick_sound = item_sounds.wood_inventory_pickup,
drop_sound = item_sounds.wood_inventory_move,
stack_size = 100,
random_tint_color = item_tints.iron_rust
},
{
type = "recipe",
name = "wooden-gear-wheel",
category = "wood-processing-or-assembling",
ingredients = { { type = "item", name = "lumber", amount = 1 } },
results = { { type = "item", name = "wooden-gear-wheel", amount = 2 } },
allow_productivity = true
}
})

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local pipecovers = require("prototypes/content/gold/pipecovers")
local machinepipes = require("prototypes/content/gold/machinepipes")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
local silo = table.deepcopy(data.raw["rocket-silo"]["rocket-silo"])
silo.name = "provisional-rocket-silo"
silo.icon = Lignumis.graphics .. "icons/provisional-rocket-silo.png"
silo.module_slots = 0
silo.allowed_effects = { "consumption", "pollution", "speed" }
silo.minable = { mining_time = 1, result = "provisional-rocket-silo" }
silo.max_health = 1000
silo.energy_source = {
type = "burner",
fuel_categories = { "chemical" },
effectivity = 1,
fuel_inventory_size = 1,
emissions_per_minute = { noise = 10000 },
smoke = {
{
name = "smoke",
deviation = { 0.1, 0.1 },
frequency = 20,
position = { 2.0, -3.0 },
starting_vertical_speed = 0.08,
starting_frame_deviation = 60
}
}
}
silo.emissions_per_second = { noise = 1000 / 60 }
silo.energy_usage = "1MW"
silo.rocket_entity = "provisional-rocket"
silo.fixed_recipe = "provisional-rocket-part"
silo.door_opening_speed = 1 / (20 * 60)
silo.base_day_sprite.filename = Lignumis.graphics .. "entity/wooden-rocket-silo/06-rocket-silo.png"
silo.base_front_sprite.filename = Lignumis.graphics .. "entity/wooden-rocket-silo/14-rocket-silo-front.png"
silo.arm_01_back_animation.filename = Lignumis.graphics .. "entity/wooden-rocket-silo/08-rocket-silo-arms-back.png"
silo.arm_02_right_animation.filename = Lignumis.graphics .. "entity/wooden-rocket-silo/08-rocket-silo-arms-right.png"
silo.arm_03_front_animation.filename = Lignumis.graphics .. "entity/wooden-rocket-silo/13-rocket-silo-arms-front.png"
silo.fluid_boxes = {
{
production_type = "input",
pipe_picture = machinepipes(),
pipe_covers = pipecovers(),
volume = 50,
pipe_connections = { { flow_direction = "input", direction = defines.direction.south, position = { -2, 4 } } },
secondary_draw_orders = { north = -1 }
}
}
silo.fluid_boxes_off_when_no_fluid_recipe = true
silo.launch_to_space_platforms = false
silo.rocket_parts_required = 50
silo.rocket_parts_storage_cap = 50
silo.to_be_inserted_to_rocket_inventory_size = 0
silo.clamps_on_trigger = {
type = "script",
effect_id = "provisional-rocket-ready"
}
local silo_item = table.deepcopy(data.raw["item"]["rocket-silo"])
silo_item.name = "provisional-rocket-silo"
silo_item.order = "0[provisional-rocket-silo]"
silo_item.place_result = "provisional-rocket-silo"
silo_item.icon = Lignumis.graphics .. "icons/provisional-rocket-silo.png"
local silo_recipe = table.deepcopy(data.raw["recipe"]["rocket-silo"])
silo_recipe.name = "provisional-rocket-silo"
silo_recipe.results[1].name = "provisional-rocket-silo"
silo_recipe.ingredients = {
{ type = "item", name = "lumber", amount = 400 },
{ type = "item", name = "wooden-gear-wheel", amount = 150 },
{ type = "item", name = "stone-brick", amount = 400 },
{ type = "item", name = "gold-plate", amount = 400 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 100 } or
{ type = "item", name = "gold-cable", amount = 100 }
}
local rocket = table.deepcopy(data.raw["rocket-silo-rocket"]["rocket-silo-rocket"])
rocket.name = "provisional-rocket"
rocket.inventory_size = 40
rocket.rising_speed = 1 / (14 * 60)
rocket.engine_starting_speed = 1 / (8 * 60)
rocket.flying_speed = 1 / (3000 * 60)
rocket.flying_acceleration = 0.007
rocket.rocket_sprite.layers[1].filename = Lignumis.graphics .. "entity/wooden-rocket-silo/rocket-static-pod.png"
local rocket_part_recipe = {
type = "recipe",
name = "provisional-rocket-part",
icon = Lignumis.graphics .. "icons/provisional-rocket-part.png",
energy_required = 6,
enabled = false,
hide_from_player_crafting = true,
category = "rocket-building",
ingredients = {
{ type = "item", name = "lumber", amount = basic_circuit_board and 3 or 5 },
{ type = "item", name = "wooden-gear-wheel", amount = basic_circuit_board and 4 or 5 },
{ type = "item", name = "gold-plate", amount = 5 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 5 } or
{ type = "item", name = "gold-cable", amount = 5 },
{ type = "fluid", name = "wood-pulp", amount = 5 }
},
results = { { type = "item", name = "rocket-part", amount = 1 } },
allow_productivity = true,
auto_recycle = false,
}
local silo_ready = {
type = "container",
name = "provisional-rocket-silo-ready",
icon = silo.icon,
minable = { mining_time = 1, result = nil },
deconstruction_alternative = "provisional-rocket-silo",
inventory_size = settings.startup["lignumis-double-rocket"].value and 80 or 40,
inventory_type = "normal",
quality_affects_inventory_size = false,
placeable_by = { item = "provisional-rocket-silo", count = 1 },
max_health = 1000,
resistances = {
{
type = "fire",
percent = 100
},
{
type = "explosion",
percent = 100
}
},
create_ghost_on_death = false,
surface_conditions = {
{
property = "pressure",
min = 1
}
},
flags = { "not-on-map", "not-blueprintable", "not-flammable", "not-repairable", "not-upgradable", "no-automated-item-insertion", "no-automated-item-removal", "not-in-kill-statistics" },
allow_copy_paste = false,
additional_pastable_entities = { "provisional-rocket-silo" },
collision_mask = { layers = {} },
collision_box = table.deepcopy(silo.collision_box),
selection_box = table.deepcopy(silo.selection_box),
}
local silo_ready_item = table.deepcopy(data.raw["item"]["rocket-silo"])
silo_ready_item.name = "provisional-rocket-silo-ready"
silo_ready_item.order = "0[provisional-rocket-silo-ready]"
silo_ready_item.place_result = "provisional-rocket-silo-ready"
silo_ready_item.icon = Lignumis.graphics .. "icons/provisional-rocket-silo.png"
data:extend({
silo,
silo_item,
silo_recipe,
rocket,
rocket_part_recipe,
silo_ready,
silo_ready_item
})
PlanetsLib.restrict_to_planet(silo, "lignumis")
PlanetsLib.restrict_to_planet(silo_recipe, "lignumis")
PlanetsLib.restrict_to_planet(rocket_part_recipe, "lignumis")

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local recipe = data.raw.recipe["wooden-wall"]
recipe.ingredients = { { type = "item", name = "lumber", amount = 4 } }
recipe.results = { { type = "item", name = "wooden-wall", amount = 1 } }
recipe.category = "wood-processing-or-assembling"

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if not mods["astroponics"] then return end
local Technology = require("__cf-lib__/data/Technology")
-- This just undoes what astroponics changes to tree seeding
Technology:new("tree-seeding"):addRecipe("wood-processing")
Technology:new("astroponics"):removeRecipe("wood-processing")
for i, effect in pairs(data.raw.technology["tree-seeding"].effects) do
if effect.type == "change-recipe-productivity" and effect.recipe == "wood-processing" then
table.remove(data.raw.technology["tree-seeding"].effects, i)
end
end

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if not mods["astroponics"] then return end
local infinite = settings.startup["lignumis-infinite-astroponics-productivity-research"].value
local base_levels = {
type = "technology",
name = "astroponics-productivity",
icons = {
{ icon = "__base__/graphics/icons/wood.png", icon_size = 64 },
{ icon = "__astroponics__/graphics/icons/fluid/liquid-fertilizer.png", shift = { -32, -32 }, scale = 1.2 },
{
icon = "__core__/graphics/icons/technology/constants/constant-recipe-productivity.png",
icon_size = 128,
scale = 0.5,
shift = { 50, 50 },
floating = true
}
},
essential = false,
level = 1,
max_level = 5,
show_levels_info = true,
effects = {
{
type = "change-recipe-productivity",
recipe = "tree-astroponics",
change = 0.1
}
},
prerequisites = { "astroponics", "production-science-pack" },
unit = {
count_formula = "L*250",
ingredients = {
{ "wood-science-pack", 1 },
{ "production-science-pack", 1 },
{ "space-science-pack", 1 },
},
time = 60
}
}
data:extend({ base_levels })
if infinite then
local infinite_levels = table.deepcopy(base_levels)
infinite_levels.name = "astroponics-productivity-6"
infinite_levels.max_level = "infinite"
infinite_levels.unit.count_formula = "2^(L-6)*1500"
table.insert(infinite_levels.unit.ingredients, { "agricultural-science-pack", 1 })
infinite_levels.prerequisites = { "astroponics-productivity", "agricultural-science-pack" }
data:extend({ infinite_levels })
end

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require("vanilla")
require("Wood-Walls")
require("astroponics")

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require("vanilla-updates")
require("astroponics-updates")

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-- Add wood and steam science packs as ingredients to technologies that require Nauvis science packs.
for _, technology in pairs(data.raw.technology) do
if not technology.lignumis_skip_science_packs and technology.unit and technology.unit.ingredients and not table.contains(Lignumis.science_blacklist, technology.name) then
local ingredients = technology.unit.ingredients
local noMatches = table.filter(ingredients, function(ingredient)
return table.contains(Lignumis.science_pack_blacklist, ingredient[1])
end)
local yesMatches = table.filter(ingredients, function(ingredient)
return table.contains(Lignumis.science_pack_whitelist, ingredient[1])
end)
if #noMatches == 0 and #yesMatches > 0 then
table.insert(technology.unit.ingredients, { "wood-science-pack", 1 })
table.insert(technology.unit.ingredients, { "steam-science-pack", 1 })
end
end
end
-- Add wood and steam science packs to all labs' inputs
for _, lab in pairs(data.raw.lab) do
if lab.inputs and not table.contains(Lignumis.lab_blacklist, lab.name) then
lab.inputs = table.assign({
"wood-science-pack",
"steam-science-pack"
}, lab.inputs)
end
end

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local Technology = require("__cf-lib__/data/Technology")
local Recipe = require("__cf-lib__/data/Recipe")
local Item = require("__cf-lib__/data/Item")
local basic_circuit_board = settings.startup["lignumis-basic-circuit-board"].value
-- Burner mining drill
local drill = data.raw["mining-drill"]["burner-mining-drill"]
local drill_animation = drill.graphics_set.animation
drill.resource_searching_radius = 1.99
drill.icon = Lignumis.graphics .. "icons/burner-mining-drill.png"
drill.impact_category = "wood"
drill.radius_visualisation_picture = table.deepcopy(data.raw["mining-drill"]["electric-mining-drill"].radius_visualisation_picture)
drill_animation.north.layers[1].filename = Lignumis.graphics .. "entity/burner-mining-drill/burner-mining-drill-N.png"
drill_animation.east.layers[1].filename = Lignumis.graphics .. "entity/burner-mining-drill/burner-mining-drill-E.png"
drill_animation.south.layers[1].filename = Lignumis.graphics .. "entity/burner-mining-drill/burner-mining-drill-S.png"
drill_animation.west.layers[1].filename = Lignumis.graphics .. "entity/burner-mining-drill/burner-mining-drill-W.png"
local drill_item = data.raw["item"]["burner-mining-drill"]
drill_item.icon = Lignumis.graphics .. "icons/burner-mining-drill.png"
local drill_recipe = data.raw["recipe"]["burner-mining-drill"]
drill_recipe.category = "wood-processing-or-assembling"
drill_recipe.ingredients = {
{ type = "item", name = "stone-furnace", amount = 1 },
{ type = "item", name = "wooden-gear-wheel", amount = basic_circuit_board and 2 or 3 },
{ type = "item", name = "lumber", amount = basic_circuit_board and 2 or 3 },
basic_circuit_board and { type = "item", name = "basic-circuit-board", amount = 2 } or nil
}
-- Burner inserter
local burner_inserter = data.raw["inserter"]["burner-inserter"]
burner_inserter.icon = Lignumis.graphics .. "icons/burner-inserter.png"
burner_inserter.hand_base_picture.filename = Lignumis.graphics .. "entity/burner-inserter/burner-inserter-hand-base.png"
burner_inserter.hand_closed_picture.filename = Lignumis.graphics .. "entity/burner-inserter/burner-inserter-hand-closed.png"
burner_inserter.hand_open_picture.filename = Lignumis.graphics .. "entity/burner-inserter/burner-inserter-hand-open.png"
burner_inserter.platform_picture.sheet.filename = Lignumis.graphics .. "entity/burner-inserter/burner-inserter-platform.png"
burner_inserter.energy_source.initial_fuel_percent = 0.15
data.raw.item["burner-inserter"].icon = Lignumis.graphics .. "icons/burner-inserter.png"
local burner_inserter_recipe = data.raw.recipe["burner-inserter"]
burner_inserter_recipe.ingredients = {
{ type = "item", name = "wooden-gear-wheel", amount = 1 },
{ type = "item", name = "lumber", amount = 1 }
}
if settings.startup["lignumis-lumber-mill-more-recipes"].value then
burner_inserter_recipe.category = "wood-processing-or-assembling"
end
-- Stone furnace
local stone_furnace = data.raw["furnace"]["stone-furnace"]
stone_furnace.icon = Lignumis.graphics .. "icons/stone-furnace.png"
stone_furnace.graphics_set.animation.layers[1].filename = Lignumis.graphics .. "entity/stone-furnace/stone-furnace.png"
local stone_furnace_remnants = data.raw["corpse"]["stone-furnace-remnants"]
stone_furnace_remnants.icon = Lignumis.graphics .. "icons/stone-furnace.png"
stone_furnace_remnants.animation[1].filename = Lignumis.graphics .. "entity/stone-furnace/stone-furnace-remnants.png"
-- Lab
if settings.startup["lignumis-vanilla-lab"].value then
Recipe:new("transport-belt"):unlockedByTechnology("iron-processing")
else
Recipe:new("lab"):replaceIngredient("transport-belt", "wood-transport-belt")
Recipe:new("transport-belt"):unlockedByTechnology("logistics")
end
-- Gun turret
data.raw["ammo-turret"]["gun-turret"].attack_parameters.range = 20
Item:new("gun-turret"):itemsPerRocket(50)
-- Agricultural tower
local agricultural_tower = data.raw["agricultural-tower"]["agricultural-tower"]
if agricultural_tower.surface_conditions then
for _, condition in pairs(agricultural_tower.surface_conditions) do
if condition.property == "pressure" then
condition.min = 900
end
end
end
-- Solar panal
Item:new("solar-panel"):itemsPerRocket(50)
-- Wood processing
local wood_processing = data.raw.recipe["wood-processing"]
wood_processing.ingredients[1].amount = 1
wood_processing.icon = data.raw.item["tree-seed"].icon
for _, tree in pairs(data.raw.tree) do
local function isWoodResult(result)
return result.name == "wood"
end
local minable = tree.minable
if not minable then goto continue end
local woodResults = minable.results and table.filter(minable.results, isWoodResult)
local isRegularTree = (minable.result == "wood" and minable.count == 4) or (minable.results and #minable.results == 1 and #woodResults == 1 and woodResults[1].amount == 4)
if not isRegularTree then goto continue end
tree.minable.result = nil
tree.minable.count = nil
local woodResult = { type = "item", name = "wood", amount = nil, amount_min = 2, amount_max = 10 }
if minable.results and #woodResults > 0 then
table.assign(woodResults[1], woodResult)
woodResults[1].amount = nil
else
minable.results = { woodResult }
end
::continue::
end
local tree_plant = data.raw.plant["tree-plant"]
tree_plant.growth_ticks = 5 * minute
tree_plant.minable.results = { { type = "item", name = "wood", amount = 5 } }
tree_plant.minable.count = nil
tree_plant.surface_conditions[1].min = 900
table.insert(tree_plant.autoplace.tile_restriction, "natural-gold-soil")
if mods["Diversitree"] then
data.raw.plant["s6xdvt-fake-tree"].surface_conditions[1].min = 900
end
table.insert(data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories, "wood-processing-or-assembling")
table.insert(data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories, "organic-or-assembling")
table.insert(data.raw["assembling-machine"]["assembling-machine-2"].crafting_categories, "wood-processing-or-assembling")
table.insert(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories, "wood-processing-or-assembling")
-- Disable vanilla early game recipes
data.raw.recipe["iron-plate"].enabled = false
data.raw.recipe["iron-gear-wheel"].enabled = false
data.raw.recipe["iron-chest"].enabled = false
data.raw.recipe["copper-plate"].enabled = false
data.raw.recipe["copper-cable"].enabled = false
data.raw.recipe["transport-belt"].enabled = false
-- Progressive recipes
if settings.startup["lignumis-belt-progression"].value then
Recipe:new("transport-belt"):replaceIngredient("iron-plate", "wood-transport-belt", 2)
Recipe:new("underground-belt"):replaceIngredient("transport-belt", "wood-underground-belt", 2)
Recipe:new("splitter"):replaceIngredient("transport-belt", "wood-splitter", 1)
Item:new("transport-belt"):itemsPerRocket(100)
Item:new("underground-belt"):itemsPerRocket(50)
Item:new("splitter"):itemsPerRocket(50)
end
if settings.startup["lignumis-inserter-progression"].value then
Recipe:new("inserter"):addIngredient("burner-inserter", 1)
end
if settings.startup["lignumis-assembler-progression"].value then
Recipe:new("assembling-machine-1"):addIngredient("burner-assembling-machine", 1)
end
-- Adjust vanilla technologies
local automation_science_pack_technology = data.raw.technology["automation-science-pack"]
automation_science_pack_technology.enabled = false
automation_science_pack_technology.visible_when_disabled = true
automation_science_pack_technology.research_trigger = nil
automation_science_pack_technology.unit = {
count = 1,
ingredients = {},
time = 1
}
if not mods["aai-industry"] then
local electronics_technology = data.raw.technology["electronics"]
electronics_technology.prerequisites = { "copper-processing" }
local steam_power_technology = data.raw.technology["steam-power"]
steam_power_technology.prerequisites = { "iron-processing" }
end
local automation_technology = data.raw.technology["automation"]
automation_technology.ignore_tech_cost_multiplier = false
local landfill_technology = data.raw.technology["landfill"]
landfill_technology.prerequisites = { "burner-automation" }
landfill_technology.unit = {
count = 50,
ingredients = { { "wood-science-pack", 1 } },
time = 15
}
local robots_speed_technology_1 = data.raw.technology["worker-robots-speed-1"]
robots_speed_technology_1.prerequisites = { "provisional-rocketry", "basic-construction-robotics-gold" }
robots_speed_technology_1.unit = {
count = 100,
ingredients = { { "wood-science-pack", 1 }, { "steam-science-pack", 1 } },
time = 15
}
local robots_speed_technology_2 = data.raw.technology["worker-robots-speed-2"]
robots_speed_technology_2.prerequisites = {
"worker-robots-speed-1",
"logistic-science-pack"
}
robots_speed_technology_2.unit = {
count = 100,
ingredients = { { "automation-science-pack", 1 }, { "logistic-science-pack", 1 } },
time = 30
}
local robots_speed_technology_3 = data.raw.technology["worker-robots-speed-3"]
robots_speed_technology_3.prerequisites = { "robotics", "chemical-science-pack" }
robots_speed_technology_3.unit = {
count = 150,
ingredients = { { "automation-science-pack", 1 }, { "logistic-science-pack", 1 }, { "chemical-science-pack", 1 } },
time = 30
}
local robots_speed_technology_4 = data.raw.technology["worker-robots-speed-4"]
robots_speed_technology_4.prerequisites = { "worker-robots-speed-3", "utility-science-pack" }
robots_speed_technology_4.unit.ingredients = {
{ "automation-science-pack", 1 },
{ "logistic-science-pack", 1 },
{ "chemical-science-pack", 1 },
{ "utility-science-pack", 1 }
}
local physical_damage_technology_1 = data.raw.technology["physical-projectile-damage-1"]
physical_damage_technology_1.prerequisites = { "basic-gun-turret" }
physical_damage_technology_1.unit.ingredients = { { "wood-science-pack", 1 } }
table.insert(physical_damage_technology_1.effects, {
type = "turret-attack",
turret_id = "basic-gun-turret",
modifier = 0.2
})
local weapon_speed_technology_1 = data.raw.technology["weapon-shooting-speed-1"]
weapon_speed_technology_1.prerequisites = table.deepcopy(physical_damage_technology_1.prerequisites)
weapon_speed_technology_1.unit.ingredients = table.deepcopy(physical_damage_technology_1.unit.ingredients)
local physical_damage_technology_2 = data.raw.technology["physical-projectile-damage-2"]
physical_damage_technology_2.prerequisites = { "physical-projectile-damage-1", "steam-science-pack" }
physical_damage_technology_2.unit.ingredients = { { "wood-science-pack", 1 }, { "steam-science-pack", 1 } }
table.insert(physical_damage_technology_2.effects, {
type = "turret-attack",
turret_id = "basic-gun-turret",
modifier = 0.2
})
local weapon_speed_technology_2 = data.raw.technology["weapon-shooting-speed-2"]
weapon_speed_technology_2.prerequisites = { "weapon-shooting-speed-1", "steam-science-pack" }
weapon_speed_technology_2.unit.ingredients = table.deepcopy(physical_damage_technology_2.unit.ingredients)
local physical_damage_technology_3 = data.raw.technology["physical-projectile-damage-3"]
physical_damage_technology_3.prerequisites = { "military-2", "logistic-science-pack" }
physical_damage_technology_3.unit.ingredients = { { "automation-science-pack", 1 }, { "logistic-science-pack", 1 } }
physical_damage_technology_3.upgrade = false
table.insert(physical_damage_technology_3.effects, {
type = "turret-attack",
turret_id = "basic-gun-turret",
modifier = 0.3
})
local weapon_speed_technology_3 = data.raw.technology["weapon-shooting-speed-3"]
weapon_speed_technology_3.prerequisites = { "military-2", "logistic-science-pack" }
weapon_speed_technology_3.unit.ingredients = table.deepcopy(physical_damage_technology_3.unit.ingredients)
weapon_speed_technology_3.upgrade = false
local physical_damage_technology_4 = data.raw.technology["physical-projectile-damage-4"]
physical_damage_technology_4.prerequisites = { "physical-projectile-damage-3", "military-science-pack" }
table.insert(physical_damage_technology_4.effects, {
type = "turret-attack",
turret_id = "basic-gun-turret",
modifier = 0.3
})
local weapon_speed_technology_4 = data.raw.technology["weapon-shooting-speed-4"]
weapon_speed_technology_4.prerequisites = { "weapon-shooting-speed-3", "military-science-pack" }
local production_science_pack_technology = Technology:new("production-science-pack")
production_science_pack_technology:replacePrerequisite("advanced-material-processing-2", "space-platform-thruster")
production_science_pack_technology:addIngredients({ "space-science-pack" })
if settings.startup["lignumis-technology-progression"].value then
production_science_pack_technology:addIngredients({ "wood-science-pack", "steam-science-pack" })
end
local utility_science_pack_technology = Technology:new("utility-science-pack")
utility_science_pack_technology:setPrerequisites({ "space-platform-thruster" })
utility_science_pack_technology:addIngredients({ "space-science-pack" })
if settings.startup["lignumis-technology-progression"].value then
utility_science_pack_technology:addIngredients({ "wood-science-pack", "steam-science-pack" })
end
if not mods["planet-muluna"] then -- Muluna does the same
Technology:new("logistic-robotics"):addRecipe("requester-chest")
Technology:new("logistic-system"):removeRecipe("requester-chest")
end
-- Equipment
data.raw.armor["light-armor"].equipment_grid = "tiny-equipment-grid"
data.raw.armor["heavy-armor"].equipment_grid = "very-small-equipment-grid"
data.raw["equipment-grid"]["small-equipment-grid"].width = 6
data.raw["equipment-grid"]["small-equipment-grid"].height = 6
data.raw["equipment-grid"]["medium-equipment-grid"].width = 8
data.raw["equipment-grid"]["medium-equipment-grid"].height = 8
-- Always show Nauvis icon
local nauvis = data.raw.planet["nauvis"]
nauvis.flags = nauvis.flags or {}
table.insert(nauvis.flags, "always-show")
-- Fulgora changes
if settings.startup["lignumis-fulgora-wood"].value then
local recycling = data.raw.recipe["scrap-recycling"]
table.insert(recycling.results, { type = "item", name = "wooden-gear-wheel", amount = 1, probability = 0.2 })
local recycling_result_count = table.count(recycling.results)
local recycler = data.raw.furnace["recycler"]
if recycler.result_inventory_size < recycling_result_count then
recycler.result_inventory_size = recycling_result_count
end
end
-- Fix item weights
local function set_default_weight(item, items_per_rocket, type)
data.raw[type or "item"][item].weight = data.raw[type or "item"][item].weight or 1000 * kg / items_per_rocket
end
set_default_weight("electronic-circuit", 2000)
set_default_weight("advanced-circuit", 1000)
set_default_weight("processing-unit", 300)
set_default_weight("low-density-structure", 200)
set_default_weight("rocket-fuel", 100)
set_default_weight("inserter", 50)
set_default_weight("fast-inserter", 50)
set_default_weight("electric-mining-drill", 50)
set_default_weight("pumpjack", 20)
set_default_weight("repair-pack", 100, "repair-tool")
set_default_weight("big-electric-pole", 50)
set_default_weight("assembling-machine-1", 50)
set_default_weight("assembling-machine-2", 50)
set_default_weight("oil-refinery", 10)
set_default_weight("accumulator", 50)
set_default_weight("steam-engine", 10)
set_default_weight("substation", 50)
set_default_weight("radar", 50)
set_default_weight("storage-tank", 50)
set_default_weight("fast-transport-belt", 100)
set_default_weight("fast-underground-belt", 50)
set_default_weight("fast-splitter", 50)
set_default_weight("steel-plate", 400)
set_default_weight("steam-turbine", 10)

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local InitExisting = {}
-- Initialization for existing games
-- Don't send players to Lignumis but instead print a warning
InitExisting.on_init = function()
if game.tick == 0 then return end
storage.target_planet = settings.startup["lignumis-second-planet"].value or "nauvis"
if script.active_mods["any-planet-start"] then
storage.target_planet = settings.startup["aps-planet"].value ~= "none" and settings.startup["aps-planet"].value or storage.target_planet
end
storage.init = {}
for _, player in pairs(game.players) do
storage.init[player.index] = true
if player.physical_surface.name == "nauvis" then
storage.nauvis_visited = true
end
end
for _, force in pairs(game.forces) do
if force.is_space_location_unlocked("nauvis") then
force.technologies["planet-discovery-nauvis"].researched = true
end
force.technologies["iron-processing"].researched = true
force.technologies["copper-processing"].researched = true
end
game.print { "", { "lignumis.start-new-game" } }
end
return InitExisting

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local InitNew = {}
-- Initialization for new games
-- Send all players to Lignumis and clear Nauvis
-- Initialize the freeplay intro
local function init_intro()
if not remote.interfaces.freeplay then return end
-- Disable Nauvis intro
remote.call("freeplay", "set_disable_crashsite", true)
remote.call("freeplay", "set_skip_intro", true)
-- Replace yellow ammo with wood ammo
-- Wooden military does the same already
if not script.active_mods["wood-military"] then
local respawn_items = remote.call("freeplay", "get_respawn_items")
respawn_items["wood-darts-magazine"] = respawn_items["firearm-magazine"]
respawn_items["firearm-magazine"] = nil
remote.call("freeplay", "set_respawn_items", respawn_items)
local created_items = remote.call("freeplay", "get_created_items")
created_items["wood-darts-magazine"] = created_items["firearm-magazine"]
created_items["firearm-magazine"] = nil
remote.call("freeplay", "set_created_items", created_items)
end
end
-- Initialize space locations
-- Lock Nauvis, unlock Lignumis
local function init_space_locations()
local force = game.forces.player
force.technologies["planet-discovery-lignumis"].researched = true
if game.planets["nauvis"] and force.technologies["planet-discovery-nauvis"] and not force.technologies["planet-discovery-nauvis"].researched then
force.lock_space_location("nauvis")
end
end
-- Initialize Lignumis
local function init_lignumis()
storage.surface = game.planets["lignumis"].create_surface()
storage.surface.request_to_generate_chunks({ 0, 0 }, 3)
storage.surface.force_generate_chunk_requests()
storage.surface.daytime = 0.7
-- Chart starting area
local r = 200
local force = game.forces.player
local origin = force.get_spawn_position(storage.surface)
force.chart(storage.surface, { { origin.x - r, origin.y - r }, { origin.x + r, origin.y + r } })
end
-- Clear Nauvis surface as we start on Lignumis
local function clear_nauvis()
game.get_surface("nauvis").clear()
end
InitNew.on_init = function()
if game.tick > 0 then return end
storage.target_planet = settings.startup["lignumis-second-planet"].value or "nauvis"
if script.active_mods["any-planet-start"] then
storage.target_planet = settings.startup["aps-planet"].value ~= "none" and settings.startup["aps-planet"].value or storage.target_planet
remote.call("APS", "override_planet", "lignumis")
end
init_intro()
init_space_locations()
init_lignumis()
clear_nauvis()
end
return InitNew

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local crash_site = require("crash-site")
local util = require("util")
-- General initialization
local Init = {
events = {}
}
-- Initialize the player
-- Teleport to Lignumis and give some starting items
local function init_player(event)
local player = game.get_player(event.player_index)
local surface = storage.surface or game.planets["lignumis"].surface
if not player.character or not surface then return end
player.teleport(surface.find_non_colliding_position("character", { 0, 0 }, 0, 1), "lignumis")
local main_inventory = player.character.get_main_inventory()
-- Add some starting items to player inventory
main_inventory.insert({ name = "lumber", count = 8 })
end
-- Initialize the freeplay scenario
local function init_freeplay(event)
if storage.crashed_ship_lignumis then return end
local player = game.get_player(event.player_index)
if not player or not remote.interfaces.freeplay then return end
storage.crashed_ship_lignumis = true
local surface = storage.surface or game.planets["lignumis"].surface
storage.crashed_ship_items = remote.call("freeplay", "get_ship_items")
storage.crashed_debris_items = remote.call("freeplay", "get_debris_items")
storage.crashed_ship_parts = remote.call("freeplay", "get_ship_parts")
storage.starting_message = remote.call("freeplay", "get_custom_intro_message")
local ship_items = {
["burner-mining-drill"] = 1,
["burner-agricultural-tower"] = 2
}
local debris_items = {
["lumber"] = 8,
["wood-darts-magazine"] = 2
}
crash_site.create_crash_site(surface, { -5, -6 }, ship_items, debris_items,
table.deepcopy(storage.crashed_ship_parts))
util.remove_safe(player, storage.crashed_ship_items)
util.remove_safe(player, storage.crashed_debris_items)
if player.character then
player.character.get_main_inventory().sort_and_merge()
end
storage.crash_site_cutscene_active = true
crash_site.create_cutscene(player, { -5, -4 })
end
Init.events[defines.events.on_player_created] = function(event)
storage.init = storage.init or {}
if storage.init[event.player_index] then return end
storage.init[event.player_index] = true
if not script.active_mods["Burner-Leech-Fork"] and not script.active_mods["Burner-Leech"] and not script.active_mods["InserterFuelLeech"] then
game.print("Lignumis: You are starting a new game without a burner leech mod. The intended experience is to use one of the available options. You can disable such a mod after the burner phase of the game. See the mod page for more details.")
end
if not script.active_mods["any-planet-start"] then
init_player(event)
init_freeplay(event)
end
end
-- Watch Nauvis being visited for the first time
Init.events[defines.events.on_player_changed_surface] = function(event)
local player = game.get_player(event.player_index)
if player.controller_type ~= defines.controllers.character then return end
if player and player.surface.name == storage.target_planet then
storage.nauvis_visited = true
end
if player and player.surface.name ~= "lignumis" and player.force then
local automation = player.force.technologies["automation-science-pack"]
if not automation.researched then
automation.enabled = true
automation.researched = true
end
end
end
-- End intro and show starting message
Init.events[defines.events.on_cutscene_waypoint_reached] = function(event)
if not storage.crash_site_cutscene_active then return end
if not crash_site.is_crash_site_cutscene(event) then return end
local player = game.get_player(event.player_index)
player.exit_cutscene()
if storage.skip_intro then return end
local intro_message = storage.custom_intro_message or { "msg-intro-space-age" }
if game.is_multiplayer() then
player.print(intro_message)
else
game.show_message_dialog { text = intro_message }
end
end
-- Cancel intro
Init.events["crash-site-skip-cutscene"] = function(event)
if not storage.crash_site_cutscene_active then return end
if event.player_index ~= 1 then return end
local player = game.get_player(event.player_index)
if player.controller_type == defines.controllers.cutscene then
player.exit_cutscene()
end
end
Init.events[defines.events.on_cutscene_cancelled] = function(event)
if not storage.crash_site_cutscene_active then return end
if event.player_index ~= 1 then return end
storage.crash_site_cutscene_active = nil
local player = game.get_player(event.player_index)
if player.gui.screen.skip_cutscene_label then
player.gui.screen.skip_cutscene_label.destroy()
end
player.zoom = 1.5
end
Init.on_configuration_changed = function()
storage.target_planet = settings.startup["lignumis-second-planet"].value or "nauvis"
if script.active_mods["any-planet-start"] then
storage.target_planet = settings.startup["aps-planet"].value ~= "none" and settings.startup["aps-planet"].value or storage.target_planet
end
end
return Init

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local crash_site = require("crash-site")
-- Transition from Lignumis to Nauvis with the provisional rocket silo
local ToNauvis = {
events = {}
}
-- Chart the starting area for the player
local function chart_starting_area(surface, player)
local r = 200
local force = player.force
local origin = force.get_spawn_position(surface)
force.chart(surface, { { origin.x - r, origin.y - r }, { origin.x + r, origin.y + r } })
end
-- Initialize Nauvis
local function init_nauvis()
if storage.nauvis_visited then return end
local nauvis = game.planets[storage.target_planet].create_surface()
nauvis.request_to_generate_chunks({ 0, 0 }, 3)
nauvis.force_generate_chunk_requests()
nauvis.daytime = 0.7
end
-- Removes enemies around the crash site to not mess with the player start
local function clear_enemies()
local nauvis = game.planets[storage.target_planet].surface
local enemies = nauvis.find_entities_filtered({
position = { 0, 0 },
radius = 200,
force = "enemy"
})
for _, enemy in pairs(enemies) do
enemy.destroy()
end
end
-- Teleport player to Nauvis and show welcome message
local function teleport_player(player)
local nauvis = game.planets[storage.target_planet].surface
if player.surface.name == "lignumis" then
local position = nauvis.find_non_colliding_position("character", { 2, 2 }, 100, 1) or { 0, 0 }
player.teleport(position, storage.target_planet)
chart_starting_area(nauvis, player)
end
end
-- Initialize the Nauvis freeplay scenario
local function init_freeplay()
if storage.crashed_ship_nauvis then return end
if not remote.interfaces.freeplay then return end
storage.crashed_ship_nauvis = true
local nauvis = game.planets[storage.target_planet].surface
local ship_items = {
["burner-mining-drill"] = 2,
["stone-furnace"] = 2,
["burner-assembling-machine"] = 2,
["burner-agricultural-tower"] = 2,
["wood-lab"] = 2
}
local debris_items = { ["wood-darts-magazine"] = 20, ["wood"] = 20, ["lumber"] = 20 }
local crashed_ship_parts = remote.call("freeplay", "get_ship_parts")
crash_site.create_crash_site(nauvis, { -5, -6 }, ship_items, debris_items, table.deepcopy(crashed_ship_parts))
end
local function transit_player(player_index)
local player = game.get_player(player_index)
local transition = storage.transitions[player_index]
if transition.rocket_entry.cargo_pod then
transition.rocket_entry.cargo_pod.set_passenger(nil)
transition.rocket_entry.cargo_pod.destroy()
end
init_nauvis()
clear_enemies()
teleport_player(player)
init_freeplay()
-- Give the player the content of the rocket
if transition.rocket_entry.rocket_content then
local inventory = player.get_main_inventory()
if inventory then
for _, item in pairs(transition.rocket_entry.rocket_content) do
inventory.insert(item)
end
inventory.sort_and_merge()
end
end
table.remove(storage.rocket_silos, transition.rocket_entry_index)
end
local function explode_silo(silo)
silo.die()
end
local get_random_position = function(box, x_scale, y_scale)
x_scale = x_scale or 1
y_scale = y_scale or 1
local x1 = box.left_top.x
local y1 = box.left_top.y
local x2 = box.right_bottom.x
local y2 = box.right_bottom.y
local x = ((x2 - x1) * x_scale * (math.random() - 0.5)) + ((x1 + x2) / 2)
local y = ((y2 - y1) * y_scale * (math.random() - 0.5)) + ((y1 + y2) / 2)
return { x, y }
end
local function burn_silo(silo)
local surface = silo.surface
local box = silo.bounding_box
for k = 1, 6 do
local position = get_random_position(box, 0.8, 0.5)
surface.create_entity
{
name = "crash-site-fire-flame",
position = position
}
local fire = surface.create_entity
{
name = "crash-site-fire-smoke",
position = position
}
fire.time_to_live = math.random(59 * 9, 59 * 14 - 1)
fire.time_to_next_effect = math.random(59 * 2)
end
end
local function pre_explode_silo(silo)
local surface = silo.surface
local box = silo.bounding_box
for k = 1, 3 do
local explosions = surface.create_entity
{
name = "crash-site-explosion-smoke",
position = get_random_position(box, 0.8, 0.5)
}
explosions.time_to_live = math.random(59 * 6, 59 * 11 - 1)
explosions.time_to_next_effect = math.random(59 * 3)
end
end
ToNauvis.events[defines.events.on_rocket_launch_ordered] = function(event)
if not event.rocket_silo or event.rocket_silo.name ~= "provisional-rocket-silo" then return end
local player
for i, entry in pairs(storage.rocket_silos) do
if entry.real_silo == event.rocket_silo then
if not storage.transitions then
storage.transitions = {}
end
player = entry.player and game.get_player(entry.player) or game.players[1]
storage.transitions[player.index] = {
rocket_entry = entry,
rocket_entry_index = i
}
break
end
end
local burn_tick = game.tick + (14 * 59)
local pre_explode_tick = game.tick + (17 * 59)
local transit_tick = game.tick + (23 * 59)
local explode_tick = game.tick + (28 * 59)
script.on_nth_tick(burn_tick, function()
burn_silo(event.rocket_silo)
script.on_nth_tick(burn_tick, nil)
end)
script.on_nth_tick(pre_explode_tick, function()
pre_explode_silo(event.rocket_silo)
script.on_nth_tick(pre_explode_tick, nil)
end)
script.on_nth_tick(transit_tick, function()
transit_player(player.index)
script.on_nth_tick(transit_tick, nil)
end)
script.on_nth_tick(explode_tick, function()
explode_silo(event.rocket_silo)
script.on_nth_tick(explode_tick, nil)
end)
end
ToNauvis.events[defines.events.on_post_entity_died] = function(event)
if not event.ghost or event.prototype.name ~= "provisional-rocket-silo" then return end
event.ghost.destroy()
end
return ToNauvis

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local RocketSilo = {
events = {}
}
-- Logic for provisional rocket silo with fake silo with inventory and custom launch GUI
local function build_gui(player, rocket_silo)
local anchor = {
gui = defines.relative_gui_type.container_gui,
names = { "provisional-rocket-silo-ready" },
position = defines.relative_gui_position.right
}
local target_planet_name = { "space-location-name." .. storage.target_planet }
local launch_button = { type = "button", name = "provisional-rocket-silo-launch-button", caption = { "lignumis.provisional-rocket-silo-button", target_planet_name } }
local inventory = player.get_main_inventory()
local is_inventory_empty = inventory.is_empty()
local is_nauvis_researched = player.force.technologies["planet-discovery-" .. storage.target_planet].researched
launch_button.enabled = is_inventory_empty and is_nauvis_researched
if not is_inventory_empty then
launch_button.tooltip = { "lignumis.provisional-rocket-silo-button-tooltip-inventory" }
elseif not is_nauvis_researched then
launch_button.tooltip = { "lignumis.provisional-rocket-silo-button-tooltip-target" }
end
storage.rocket_silo_guis = storage.rocket_silo_guis or {}
storage.rocket_silo_guis[player.index] = {
fake_silo = rocket_silo,
gui = gui.add(player.gui.relative, {
{
type = "frame",
name = "provisional-rocket-silo-relative-frame",
direction = "vertical",
anchor = anchor,
children = {
{ type = "label", style = "frame_title", caption = { "lignumis.provisional-rocket-silo-button", target_planet_name }, ignored_by_interaction = true },
{
type = "frame",
direction = "vertical",
style = "inside_shallow_frame_with_padding",
children = {
{
type = "flow",
direction = "vertical",
style = "inset_frame_container_vertical_flow",
children = {
{ type = "label", caption = { "lignumis.provisional-rocket-silo-description", target_planet_name } },
launch_button
}
}
}
}
}
}
})
}
end
local function on_gui_opened(event)
local entity = event.entity
if not entity or not entity.valid then return end
if entity.name ~= "provisional-rocket-silo-ready" then return end
local player = game.get_player(event.player_index)
if player.gui.relative["provisional-rocket-silo-relative-frame"] then
player.gui.relative["provisional-rocket-silo-relative-frame"].destroy()
end
if player.controller_type ~= defines.controllers.character then return end
build_gui(player, entity)
end
local function on_gui_closed(event)
local entity = event.entity
if not entity or not entity.valid then return end
if entity.name ~= "provisional-rocket-silo-ready" then return end
end
local function launch(event)
if event.element.name ~= "provisional-rocket-silo-launch-button" then return end
local player = game.get_player(event.player_index)
local fake_silo = storage.rocket_silo_guis[player.index].fake_silo
rocket_content = fake_silo.get_inventory(defines.inventory.chest).get_contents()
for _, entry in pairs(storage.rocket_silos) do
if entry.fake_silo == fake_silo then
entry.player = event.player_index
entry.rocket_content = rocket_content
entry.cargo_pod = entry.real_silo.rocket.attached_cargo_pod
fake_silo.destroy()
entry.real_silo.launch_rocket()
entry.cargo_pod.set_passenger(player)
break
end
end
end
local function on_silo_mined(event)
if event.entity.name ~= "provisional-rocket-silo-ready" then return end
local fake_silo = event.entity
local player = game.get_player(event.player_index)
for i, entry in pairs(storage.rocket_silos) do
if entry.fake_silo == fake_silo then
if entry.real_silo.valid then
player.mine_entity(entry.real_silo, true)
end
table.remove(storage.rocket_silos, i)
break
end
end
end
RocketSilo.on_init = function()
storage.rocket_silos = {}
storage.rocket_silo_guis = {}
end
RocketSilo.events[defines.events.on_script_trigger_effect] = function(event)
if event.effect_id ~= "provisional-rocket-ready" then return end
local lignumis = game.planets["lignumis"].surface
if event.surface_index ~= lignumis.index then return end
local real_silo = event.cause_entity
local fake_silo = real_silo.surface.create_entity({
name = "provisional-rocket-silo-ready",
position = real_silo.position,
force = real_silo.force,
create_build_effect_smoke = false,
})
storage.rocket_silos = storage.rocket_silos or {}
table.insert(storage.rocket_silos, {
real_silo = real_silo,
fake_silo = fake_silo
})
for _, player in pairs(real_silo.force.players) do
if player.selected == real_silo then
player.selected = fake_silo
end
end
end
RocketSilo.events[defines.events.on_gui_opened] = on_gui_opened
RocketSilo.events[defines.events.on_gui_closed] = on_gui_closed
RocketSilo.events[defines.events.on_gui_click] = launch
RocketSilo.events[defines.events.on_player_mined_entity] = on_silo_mined
return RocketSilo

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require("settings/updates")

127
lignumis-base/settings.lua Normal file
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data:extend({
{
type = "bool-setting",
name = "lignumis-restrict-sciences",
setting_type = "startup",
default_value = false,
order = "a"
},
{
type = "bool-setting",
name = "lignumis-basic-circuit-board",
setting_type = "startup",
default_value = true,
order = "b"
},
{
type = "bool-setting",
name = "lignumis-belt-progression",
setting_type = "startup",
default_value = true,
order = "c"
},
{
type = "bool-setting",
name = "lignumis-inserter-progression",
setting_type = "startup",
default_value = true,
order = "d"
},
{
type = "bool-setting",
name = "lignumis-ammo-progression",
setting_type = "startup",
default_value = true,
order = "e"
},
{
type = "bool-setting",
name = "lignumis-technology-progression",
setting_type = "startup",
default_value = true,
order = "f"
},
{
type = "bool-setting",
name = "lignumis-circuit-progression",
setting_type = "startup",
default_value = false,
order = "g"
},
{
type = "bool-setting",
name = "lignumis-assembler-progression",
setting_type = "startup",
default_value = false,
order = "h"
},
{
type = "bool-setting",
name = "lignumis-fulgora-wood",
setting_type = "startup",
default_value = false,
order = "i"
},
{
type = "bool-setting",
name = "lignumis-vanilla-lab",
setting_type = "startup",
default_value = false,
order = "j"
},
{
type = "bool-setting",
name = "lignumis-lumber-mill-more-recipes",
setting_type = "startup",
default_value = false,
order = "k"
},
{
type = "bool-setting",
name = "lignumis-early-robots",
setting_type = "startup",
default_value = false,
order = "l"
},
{
type = "bool-setting",
name = "lignumis-double-rocket",
setting_type = "startup",
default_value = false,
order = "m"
},
{
type = "bool-setting",
name = "lignumis-infinite-astroponics-productivity-research",
setting_type = "startup",
default_value = false,
order = "n"
},
{
type = "bool-setting",
name = "lignumis-sciences-spoil",
setting_type = "startup",
default_value = false,
order = "o"
},
{
type = "string-setting",
name = "lignumis-second-planet",
setting_type = "startup",
allowed_values = { "nauvis" },
default_value = "nauvis",
hidden = true
}
})
if mods["aai-industry"] then
data.raw["bool-setting"]["lignumis-inserter-progression"].forced_value = false
data.raw["bool-setting"]["lignumis-inserter-progression"].hidden = true
data.raw["bool-setting"]["lignumis-assembler-progression"].forced_value = false
data.raw["bool-setting"]["lignumis-assembler-progression"].hidden = true
end
if mods["wood-military"] then
data.raw["bool-setting"]["lignumis-ammo-progression"].forced_value = false
data.raw["bool-setting"]["lignumis-ammo-progression"].hidden = true
end

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require("wood-military")

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if not mods["wood-military"] then
return
end
data.raw["bool-setting"]["wood-military-rockets"].default_value = false
data.raw["bool-setting"]["wood-military-artillery"].default_value = false
data.raw["bool-setting"]["wood-military-damage-buff"].default_value = false
data.raw["bool-setting"]["wood-military-armor"].hidden = true
data.raw["bool-setting"]["wood-military-armor"].forced_value = true
data.raw["bool-setting"]["wood-military-nerf-start"].hidden = true
data.raw["bool-setting"]["wood-military-nerf-start"].forced_value = true

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