Commit c54ca90b authored by Rob Nelson's avatar Rob Nelson
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Add ShinyBob, disable bobsmod_gfxtweak, remove thumbs.db.

parent 05e85fef

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The MIT License (MIT)
Copyright (c) 2015
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--luacheck: no global
--Quick config overrides -- These will probably be obsoleted in .15
use_Nexela_Settings = false
use_Mass_MP_Settings = false
use_Armuba_Settings = false
if use_Nexela_Settings then --
change_inventory_size = 120
upgrade_tank_capacity = false
extra_chests_titanium_tungsten = false
extra_void_recipies = false
Nexela_revamp = true
Nexela_robot_changes = true
new_plates_graphics = "0"
--Set up undergrounds for 8 wide bus.
ug_belt_distances = {fast = 9, express = 19, green = 29, purple = 39}
--set up reach distances
reach_mod = true
reach_mod_distances = {
build_distance = 12, -- factorio default 6, long-reach-mod 10000
reach_distance = 12, -- factorio default 6, long-reach-mod 10000
drop_item_distance = 12, --factorio default 6
item_pickup_distance = 1, -- factorio default 1
loot_pickup_distance = 2, -- factorio default 2
reach_resource_distance = 3, --factorio default 2.7
}
end
if use_Arumba_Settings then
change_inventory_size = 120
upgrade_tank_capacity = false
extra_void_recipies = false
Nexela_revamp = true
Nexela_robot_changes = true
new_plates_graphics = "0"
reach_mod = true
reach_mod_distances = {
build_distance = 12, -- factorio default 6, long-reach-mod 10000
reach_distance = 12, -- factorio default 6, long-reach-mod 10000
drop_item_distance = 12, --factorio default 6
item_pickup_distance = 1, -- factorio default 1
loot_pickup_distance = 2, -- factorio default 2
reach_resource_distance = 3, --factorio default 2.7
}
end
if use_Mass_MP_Settings then
Nexela_revamp = true
accumlator_lowres = true
drill_lowres = true
drill_area_lowres = true
steam_lowres = true
pumpjack_lowres = true
radars_lowres = true
end
addon_gray = {r=0.64, g=0.64, b=0.64, a=1}
addon_yellow = {r=0.64, g=0.65, b=0.02, a=1}
addon_red = {r=0.69, g=0.09, b=0.08, a=1}
addon_blue = {r=0.1, g=0.46, b=0.66, a=1}
addon_purple = {r=0.59, g=0.16, b=0.55, a=1}
addon_green = {r=1, g=0, b=0, a=1}
addon_orange = {r=1, g=0.5, b=0, a=1}
addon_blue_1 = {r=0.06, g=0.26, b=0.40, a=1} -- darker
addon_blue_2 = {r=0.08, g=0.36, b=0.53, a=1}
addon_blue_3 = {r=0.10, g=0.46, b=0.66, a=1} -- same as base one
addon_blue_4 = {r=0.12, g=0.56, b=0.85, a=1}
addon_blue_5 = {r=0.14, g=0.66, b=0.96, a=0.5} -- lighter
addon_yellow_turret = {r=1, g=1, b=0.5, a=1}
addon_red_turret = {r=1, g=0.5, b=0.5, a=1}
addon_blue_turret = {r=0.5, g=0.8, b=1, a=1}
addon_purple_turret = {r=0.8, g=0.5, b=1, a=1}
addon_green_turret = {r=0.5, g=1, b=0.5, a=1}
Config = {} -- DONT TOCUH THIS LINE!
--[[ Notice that if you don't load some of Bob's mod, some of my extras won't be available, if there isn't tungsten, no chests_tungesten and so on, if no filter_inserters,
there won't be any express_filter_inserters and so on, even if the option is set up to true in this file]]--
reach_mod = true -- If true then reach will be 12 for building things and 10 to reach objects, set to false to allow any other mod
reach_mod_distances = {
build_distance = 12, -- factorio default 6, long-reach-mod 10000
reach_distance = 10, -- factorio default 6, long-reach-mod 10000
drop_item_distance = 6, --factorio default 6
item_pickup_distance = 1, -- factorio default 1
loot_pickup_distance = 2, -- factorio default 2
reach_resource_distance = 2.7, --factorio default 2.7
}
upgrade_tank_capacity = true -- Bob's standard values if false
extra_chests_titanium_tungsten = true
extra_void_recipies = true
extra_recipes = true -- Adds a few extra recipes to the menus to avoid having to look for particular things, even so there is now a search botton to make things easier, if this is set to false, none will be added no matter what their value
extra_recipe_update_alumnia = true -- Makes alumnia uses 4 sodium_hydroxide units instead of only 1, allowing to get ride of so much sodium_hydroxide
extra_recipe_sodium_hydroxide_compact = true -- Adds a recipe to compact sodium_hydroxide, from 20 units you get 1 sodium_hydroxide unit, pretty good to remove any excess
extra_recipe_sulfur_dioxide = true -- Adds the recipe of lead-oxide (Galena+Oxygen => lead-oxide+Sulfur dioxide) to the fluid tab
extra_recipe_sulfur_dioxide_nickel = true -- Adds the recipe of Nickel plate (Nickel ore+Oxygen => Nickel plate+Sulfur dioxide) to the fluid tab
extra_recipe_calcium_chloride = true -- Adds the recipe of Tungsten Acid (Tungsten ore+Hydrogen chloride => Tungsten Acide+Calcium Chloride) to the Plates/Ores tab
extra_recipe_salt_water_electrolysis = true -- Adds the recipe of Salt water electrolysis (Salt+Water => Sodium Hydroxide+Hydrogen+Chlorine) to the Plates/Ores tab
extra_recipe_lithium_water_electorlysis = true -- Adds the recipe of Lithium water electorlysis (Lithium Chloride+Water => Lithium Perchlorate+Hydrogen) to the Plates/Ores tab
convert_recipes_to_angels = true -- default true, convert extra recipes to angels items if present.
disable_with_angels = true -- default true, Disables some extra recipes when Angels is present
extra_radars = false -- If Bob's radars are on, put this as off, otherwise you will have 9 radars to choose from, bob's radars graphics will be updated if the option for it is active :D
RadarMk2ScanDistance = 20 --Default=20
RadarMk3ScanDistance = 30 --Default=30
RadarMk4ScanDistance = 40 --Default=40
RadarMk5ScanDistance = 50 --Default=50
-- As for bob's updated Boblogistic_0.13.7 with Bobinserters_0.13.3 there is no need for extra Inserteres at all, please, leave this all off otherwise things will look ugly as you will get some of them but not all and menus will look wierd.
--If Bob's inserters are disable, any xxx_inserter using those from Bob's will be off too no matter what you've got here!
-- DO NOT CHANGE!!!!
extra_express_filter_inserters = false
extra_stack_inserters = false
extra_express_stack_inserters = false
extra_stack_filter_inserters = false
extra_express_stack_filter_inserters = false
-- This will change all icons and sprite inserters blue -> fast, dark blue -> express, purple -> filter, dark purple -> express-filter, green -> stack, dark green -> express-stack, white -> stack-filter and dark -> express-stack-filter
-- Summary, darker colour means express version!!!
inserters_graphics = true
tech_inserters_graphics = true -- Try to add some hint for inserter tech icons...
-- as long as the main option is true, icons will be changed too no matter if their option is true or false
-- if main option is false and _icons is true, then only icons in menus will be changed
-- For low resolution animation to be on is to have the main _graphics = true
drill_graphics = true --[[For large-drills only low-res is available for the moment]]--
drill_lowres = false
drill_area_lowres = true --[[There is only lowres updated images, the others aren't really hi-res, I would leave this on all time]]--
drill_tint = false
drill_graphics_icons = true
drill_icons = "2" -- 0 = default, factorio style with colours, 1 = big drill coloured, 2 = right looking drills coloured (probably the best looking ones thanks to Taehl from his FixIcons mod)
steam_graphics = true
steam_lowres = false
steam_graphics_icons = true
accumlator_graphics = true
accumlator_lowres = false
accumlator_graphics_icons = true
pumpjack_graphics = true
pumpjack_lowres = true
pumpjack_tint = false
pumpjack_graphics_icons = true
water_pumps_graphics = true -- If true, it will be a real scal of blues from darker to lighter otherwise will be Bob's colour
solar_graphics = true
solar_graphics_icons = true
solar_colours = false -- If true, colours will be added, if false then only graphics will be updated, there is a different sprit for each 9 solar panels in black compare to only 6 in bob's mod
poles_graphics = true
poles_replaceables = true
poles_graphics_icons = true
boiler_graphics = true
boiler_graphics_icons = true
storage_tank_graphics = true
factorio_style = true
tanks_graphics = true
bob_radars_graphics = true
radars_lowres = true -- Will use lowres animation for Bob's or mine radars
robots_graphics = true
robots_frames = true
robots_brain_option = 0 -- default =0, robots1 folder=1, robots2 folder=2
robots_tool_option = 0 -- default =0, robots1 folder=1, robots2 folder=2
warfare_turrets_graphics = true
turret_icons_new = true -- default=true (new graphics some from BetterIcons mod created by Meppi), false (base graphics with only colours updated)
vehicleequipment_graphics = true
refinery_graphics =true
assembling_graphics = true
robochest_graphics = true
belts_graphics = true
fix_belts_distances = true
ug_belt_distances = {
fast = 11,
express = 17,
green = 23,
purple = 35,
}
chemicalplant_graphics = true
electroliser_graphics = true
electricfurnace_graphics = true
liquid_graphics = true
circuit_graphics = true
battery_graphics = true
warfare_ammo_graphics = true
equipment_graphics = true
labs_graphics = true
wall_graphics = true
ores_graphics = true -- add some more ores to bob's ores using Angles type of ore a little bit modified
gems_graphics = true -- revamp gems to go yellow,red,blue,etc... to match lasers colours too. This is only a swap of the icons, nothing else, internally they still are what bob's programmed them
science_pack_graphics = true
beacon_graphics = true
tank_graphics = true
greenhouse_graphics = true -- This will improve pipe connection graphics and add a different animation, more like how labs work
greenhouse_bobanimation = true -- If this is true, the animation will be just the light up of the greenhouse that I think that looks quite good, if greenhouse_graphics if false then this won't matter
menu_graphics = true
vehicleequipment_menu_graphics = true -- Adds a new menu with all new Bob's equipment and if you use robotarmy mod by Kyran F they will be there too, making it a little bit more clean the weapons menu
treefarm_inter_menu = true -- If you are using Treefarm-Lite you can regroup things its things under intermediate menu
techonologies_graphics = true
pumps_graphics = true
valve_graphics = true
seedlings_icons = true
seedlings_menu = 0 -- default =0 (moved to Base Intermediates, why not) / =1 (stay were they are, in Bob's intermediates)
robots_combat_parts = 0 -- default =0 (moved to Bob's Logistics) / =1 (moved to Base Intermediates, why not) / =2 (stay were they are, in Bob's intermediates)
other_mods_graphics = true -- Will replace few graphics (icon, etc) from other smaller mods like ModuleInserter, air-filtering, upgrade_builder_planner, treeseeds
blueprints_newicons = true -- Works only if other_mods_graphics in on and turns all blueprints the same look using BetterIcons Mod designed icons for blueprints
other_mods_menu = true -- Will move things around in the menus to make them fit with Bob's items/recipes
new_plates_graphics = "1" -- = "0" , this won't change any plates (will keep new Bob's mod design for plates)
-- = "1" it will add a new designs and old designs for solder, solder plates and resin (the way I like it :p) (default option)
-- = "2" it will go back to 0.13 designs
-- = "3" it will only use new designs for plates (solder, solder-plates and resin will be Bob's new icons)
loaders_graphics = true -- will change their graphics as usual and colour them as I like it! :D If Nexela_loader_graphics = false this will leave an old factorio look to the loaders, if Nexela_loader_graphcis = true, the new shiny graphics more like Angels look will be used (default)
move_terrain = true -- will move stone-brick,concrete,hazard-concrete,landfill,waterfill to bob's material tab, as I like it, if false, it will leave them where they should be as default.
change_inventory_size = 90 -- default 90, factorio default = 60, bob's default = 90
adjust_stack_fuel = true -- Adjust some fuel stack sizes
adjust_stack_belts = true -- Belts stack to 100, .15 change
adjust_stack_uranium = true -- Uranium/fluorite ores are the same stack size as iron-ore
adjust_stack_place_tile = 200 -- Stack size of items that place tiles (0 to disable changing)
smaller_tree_collision = true -- Makes tree collision boxes smaller (tree-collision mod)
adjust_corpse_time = 60*30 -- default=60*30 (1800 (or 30 seconds)), factorio default 15*60*60, 0 keep factorio default -- Reduces corpse time from 15 minutes to #ticks,
patch_loader_speed = true -- Adjust loaders to fully saturate a belt
--small-fixes
shiny_requester_paste_multiplier = 5 -- default 5, factorio default 2, 0 to disable
shiny_fix_bots = true -- construction bots no longer go to quickbar by default
shiny_unminable_bots = true -- make construction bots unminable, default true
shiny_unminable_logistic_bots = true -- make logistic bots unminable, default true
use_Nexela_code = true -- Code that was requested to be add to my mod by Nexela, all seems okay to me, if not want it to be executed, just put this as false
Nexela_recipe_sulfur_acid_nickel = true -- Creates sulfur acid from nickle recipe
Nexela_extra_recipe_sulfur_acid_nickel = true --Adds sulfur acid from nickle recipe to liquids tab also.
Nexela_revamp = false -- Adjust previously ordered items a little more
Nexela_item_changes = true -- Small item recipe tweaks
Nexela_robot_changes = false -- Robot tweaks (not yet implemented)
Nexela_fix_angels_mods = true
Nexela_petrochem_fixes = false -- Moves all refineries, chemical plants and electrolysers to Angels petrochem tab (QJM: that's a big change, prefer to let people decide if yes or not as all other options I do like them, but not this one)
Nexela_fix_flooring_mods = true
Nexela_loader_graphics = true -- needs loader_graphics=true for this to work
-------------------------------------------------------------------------------
--[[quick config overwrite for Nexela so he only has to change one config variable when updating.]]--
require("config-overrides")
require "config"
\ No newline at end of file
require ("prototypes/final-fixes")
local player = data.raw.player.player
if reach_mod then
if player.build_distance < reach_mod_distances.build_distance then player.build_distance = reach_mod_distances.build_distance end
if player.reach_distance < reach_mod_distances.reach_distance then player.reach_distance = reach_mod_distances.reach_distance end
if player.item_pickup_distance < reach_mod_distances.item_pickup_distance then player.item_pickup_distance = reach_mod_distances.item_pickup_distance end
if player.drop_item_distance < reach_mod_distances.drop_item_distance then player.drop_item_distance = reach_mod_distances.drop_item_distance end
if player.loot_pickup_distance < reach_mod_distances.loot_pickup_distance then player.loot_pickup_distance = reach_mod_distances.loot_pickup_distance end
if player.reach_resource_distance < reach_mod_distances.reach_resource_distance then player.reach_resource_distance = reach_mod_distances.reach_resource_distance end
end
if player.inventory_size < change_inventory_size then
player.inventory_size = change_inventory_size
end
if gems_graphics then
bobmods.lib.recipe.replace_ingredient("bob-laser-turret-4", "topaz-5", "amethyst-5")
bobmods.lib.recipe.replace_ingredient("bob-laser-turret-5", "diamond-5", "topaz-5" )
bobmods.lib.replace_recipe_item ("bob-laser-turret-4", "topaz-5", "amethyst-5")
bobmods.lib.replace_recipe_item ("bob-laser-turret-5", "diamond-5", "topaz-5" )
end
if not Nexela_petrochem_fixes and data.raw["item-subgroup"]["petrochem-vanilla"] then
addon_subgroup_order("item","void-pump" ,"addon-water-pump-jacks","z")
addon_subgroup_order("recipe","void-pump" ,"addon-water-pump-jacks","z")
addon_subgroup_order("assembling-machine","oil-refinery" ,"addon-pump-jacks","g")
addon_subgroup_order("recipe","oil-refinery" ,"addon-pump-jacks","g")
addon_subgroup_order("item","oil-refinery" ,"addon-pump-jacks","g")
addon_subgroup_order("assembling-machine","chemical-plant" ,"bob-chemical-machine","a")
addon_subgroup_order("recipe","chemical-plant" ,"bob-chemical-machine","a")
addon_subgroup_order("item","chemical-plant" ,"bob-chemical-machine","a")
--[[
data.raw["item"]["chemical-plant"].subgroup = "petrochem-vanilla"
data.raw["item"]["chemical-plant"].order = "a"
data.raw["item"]["oil-refinery"].subgroup = "petrochem-vanilla"
data.raw["item"]["oil-refinery"].order = "e"
]]--
end
\ No newline at end of file
This diff is collapsed.
require "config"
require("prototypes.category")
--[[ Radars Check ]]--
if extra_radars then
require("prototypes.radars")
end
--[[ Large Chests Check ]]----[[ Large Logistic Chests Check ]]--
if extra_chests_titanium_tungsten and data.raw.item["titanium-plate"] then
require("prototypes.chests")
require("prototypes.logistic-chests")
end
--[[ Extra Inserters ]]--
if bobmods.config.logistics.LongInserters and not data.raw.item["fast-long-inserter"] then bobmods.config.logistics.LongInserters = false end
if bobmods.config.logistics.NearInserters and not data.raw.item["fast-near-inserter"] then bobmods.config.logistics.NearInserters = false end
if bobmods.config.logistics.MoreInserters and not data.raw.item["filter-short-far-inserter"] then bobmods.config.logistics.MoreInserters = false end
if extra_express_filter_inserters and data.raw.item["filter-inserter"] then
require("prototypes.express-filter-inserters")
end
if extra_stack_inserters and data.raw.item["stack-inserter"] then
require("prototypes.stack-inserters")
end
if extra_express_stack_inserters and data.raw.item["express-stack-inserter"] then
require("prototypes.express-stack-inserters")
end
if extra_stack_filter_inserters and data.raw.item["stack-filter-inserter"] then
require("prototypes.stack-filter-inserters")
end
if extra_express_stack_filter_inserters and data.raw.item["express-stack-filter-inserter"] then
require("prototypes.express-stack-filter-inserters")
end
require("prototypes.inserter-recipe-updates")
--[[ New recipes ]]--
if extra_recipes then
require("prototypes.recipe-updates")
end
--[[ Fancy grafics for boilers ]]--
require("prototypes.boilers")
--[[ New recipes for voids ]]--
if extra_void_recipies and data.raw.item["void-pump"] then
require("prototypes.void-recipe")
end
--[[ PLEASE LEAVE THIS OFF AS IT IS NOT WORKING
if change_techonology_tree then
require("prototypes.technology-add")
end
]]--
\ No newline at end of file
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