267 lines
8.9 KiB
Lua

local BioInd = require('common')('Bio_Industries')
local ICONPATH = "__Bio_Industries__/graphics/icons/"
-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
-- of our variations of tree prototypes. Remove them!
local ignore_trees = BioInd.get_tree_ignore_list()
local removed = 0
for name, _ in pairs(ignore_trees or {}) do
if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
data.raw.tree[name] = nil
ignore_trees[name] = nil
removed = removed + 1
BioInd.show("Removed tree prototype", name)
end
end
BioInd.writeDebug("Removed %g tree prototypes. Number of trees to ignore now: %g", {removed, table_size(ignore_trees)})
BI.Settings.BI_Game_Tweaks_Emissions_Multiplier = settings.startup["BI_Game_Tweaks_Emissions_Multiplier"].value
-- 5dim Stack changes
--~ if settings.startup["5d-change-stack"] and settings.startup["5d-change-stack"].value then
if BioInd.get_startup_setting("5d-change-stack") then
local item = data.raw.item["wood"]
if item then
item.stack_size = math.max(210, item.stack_size)
end
end
---- Game Tweaks ---- Tree
if BI.Settings.BI_Game_Tweaks_Tree then
for tree_name, tree in pairs(data.raw["tree"] or {}) do
if tree.minable and not ignore_trees[tree_name] then
BioInd.writeDebug("Tree name: %s\tminable.result: %s", {tree.name, (tree.minable and tree.minable.result or "nil")}, "line")
--CHECK FOR SINGLE RESULTS
if tree.minable.result then
--CHECK FOR VANILLA TREES WOOD x 4
if tree.minable.result == "wood" and tree.minable.count == 4 then
BioInd.writeDebug("Changing wood yield of %s to random value.", {tree.name})
tree.minable.mining_particle = "wooden-particle"
tree.minable.mining_time = 1.5
tree.minable.results = {
{
type = "item",
name = "wood",
amount_min = 1,
amount_max = 6
}
}
-- CONVERT RESULT TO RESULTS
else
BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
--~ BioInd.show("tree.minable", tree.minable)
tree.minable.mining_particle = "wooden-particle"
tree.minable.results = {
{
type = "item",
name = tree.minable.result,
amount = tree.minable.count,
}
}
--~ BioInd.show("tree.minable.results", tree.minable.results)
end
--CHECK FOR RESULTS TABLE
elseif tree.minable.results then
BioInd.writeDebug("Changing results!")
for r, result in pairs(tree.minable.results) do
--CHECK FOR RESULT WOOD x 4
if result.name == "wood" and result.amount == 4 then
result.amount = nil
result.amount_min = 1
result.amount_max = 6
end
end
tree.minable.result = nil
tree.minable.count = nil
end
else
BioInd.writeDebug("Ignoring %s!", {tree.name})
end
--~ BioInd.show("tree.minable", tree.minable)
end
end
---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
if BI.Settings.BI_Game_Tweaks_Player then
-- There may be more than one character in the game! Here's a list of
-- the character prototype names or patterns matching character prototype
-- names we want to ignore.
local blacklist = {
------------------------------------------------------------------------------------
-- Known dummies --
------------------------------------------------------------------------------------
-- Autodrive
"autodrive-passenger",
-- AAI Programmable Vehicles
"^.+%-_%-driver$",
-- Minime
"minime_character_dummy",
-- Water Turret (currently the dummies are not characters -- but things may change!)
"^WT%-.+%-dummy$",
------------------------------------------------------------------------------------
-- Other characters --
------------------------------------------------------------------------------------
-- Bob's Classes and Multiple characters mod
"^.*bob%-character%-.+$",
}
local whitelist = {
-- Default character
"^character$",
-- Characters compatible with Minime
"^.*skin.*$",
}
local tweaks = {
loot_pickup_distance = 5, -- default 2
build_distance = 20, -- Vanilla 6
drop_item_distance = 20, -- Vanilla 6
reach_distance = 20, -- Vanilla 6
item_pickup_distance = 6, -- Vanilla 1
reach_resource_distance = 6, -- Vanilla 2.7
}
local found, ignore
for char_name, character in pairs(data.raw.character) do
BioInd.show("Checking character", char_name)
found = false
for w, w_pattern in ipairs(whitelist) do
--~ BioInd.show("w_pattern", w_pattern)
if char_name == w_pattern or char_name:match(w_pattern) then
ignore = false
BioInd.show("Found whitelisted character name", char_name)
for b, b_pattern in ipairs(blacklist) do
--~ BioInd.show("b_pattern", b_pattern)
if char_name == b_pattern or char_name:match(b_pattern) then
BioInd.writeDebug("%s is on the ignore list!", char_name)
-- Mark character as found
ignore = true
break
end
end
if not ignore then
found = true
break
end
end
if found then
break
end
end
-- Apply tweaks
if found then
for tweak_name, tweak in pairs(tweaks) do
if character[tweak_name] < tweak then
BioInd.writeDebug("Changing %s from %s to %s", {tweak_name, character[tweak_name], tweak})
character[tweak_name] = tweak
end
end
end
end
end
---- Game Tweaks ---- Production science pack recipe
if data.raw.recipe["bi-production-science-pack"] then
BI_Functions.lib.allow_productivity("bi-production-science-pack")
thxbob.lib.tech.add_recipe_unlock("production-science-pack", "bi-production-science-pack")
BioInd.writeDebug("Unlock for recipe \"bi-production-science-pack\" added.")
end
---- Game Tweaks ----
if BI.Settings.BI_Game_Tweaks_Stack_Size then
-- Changed for 0.18.34/1.1.4
local tweaks = {
["wood"] = 200,
["stone"] = 200,
["stone-crushed"] = 400,
["concrete"] = 500,
["slag"] = 400,
}
local item
--[[drd
for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name]
if item and item.stack_size < tweak then
BioInd.writeDebug("Changing stacksize of %s from %s to %s", {item.name, item.stack_size, tweak})
item.stack_size = 800
end
end
]]--
end
--- Update fuel_emissions_multiplier values DrD
if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
for item, factor in pairs({
["pellet-coke"] = 1.05,
["enriched-fuel"] = 0.75,
["solid-fuel"] = 1.2,
["solid-carbon"] = 0.9,
["carbon"] = 0.9,
["wood-bricks"] = 1.05,
["rocket-fuel"] = 2,
["bi-seed"] = 1.30,
["seedling"] = 1.30,
["bi-wooden-pole-big"] = 1.5,
["bi-wooden-pole-huge"] = 1.5,
["bi-wooden-fence"] = 1.5,
["bi-wood-pipe"] = 1.5,
["bi-wood-pipe-to-ground"] = 1.5,
["bi-wooden-chest-large"] = 1.30,
["bi-wooden-chest-huge"] = 1.30,
["bi-wooden-chest-giga"] = 1.30,
["bi-ash"] = 1.30,
["ash"] = 1.30,
["wood-charcoal"] = 1.25,
["cellulose-fiber"] = 1.40,
["bi-woodpulp"] = 1.40,
["solid-coke"] = 1.25,
["wood-pellets"] = 1.1,
["coal-crushed"] = 2,
["wood"] = 1.75,
["coal"] = 3.00,
-- Removed in 0.17.48/0.18.16
--~ ["thorium-fuel-cell"] = 5.00,
}) do
BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
end
end
-- Make vanilla and Bio boilers exchangeable
if BI.Settings.BI_Bio_Fuel then
local boiler = data.raw["boiler"]["boiler"]
local boiler_group = boiler.fast_replaceable_group or "boiler"
boiler.fast_replaceable_group = boiler_group
data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
end
-- Make sure fertilizers have the "place_as_tile" property!
local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
data.raw.tile["vegetation-green-grass-1"] and true or false
-- We've already set place_as_tile. If it doesn't exist, our fertilizer definition has
-- been overwritten by some other mod, so we restore icons and localization and add
-- place_as_tile again!
local fertilizer = data.raw.item["fertilizer"]
if not fertilizer.place_as_tile then
fertilizer.place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
condition_size = 1,
condition = { "water-tile" }
}
end
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
condition_size = 1,
condition = { "water-tile" }
}
------------------------------------------------------------------------------------
-- Add icons to our prototypes
BioInd.BI_add_icons()