mirror of
https://github.com/PHIDIAS0303/factorio-mod-PHI.git
synced 2025-12-27 11:05:22 +09:00
Update data.lua
This commit is contained in:
104
PHI-EQ/data.lua
104
PHI-EQ/data.lua
@@ -105,7 +105,7 @@ if mods['space-exploration'] then
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items['fusion-reactor'].tech = 'se-rtg-equipment'
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items['fusion-reactor'].tech = 'se-rtg-equipment'
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items['fusion-reactor'].base_name = 'se-rtg'
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items['fusion-reactor'].base_name = 'se-rtg'
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items['fusion-reactor'].base = 375
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items['fusion-reactor'].base = 400
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items['battery'].tech = 'battery-equipment'
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items['battery'].tech = 'battery-equipment'
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items['battery'].min = 2
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items['battery'].min = 2
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@@ -118,56 +118,6 @@ if mods['space-exploration'] then
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items['personal-roboport'].tech = 'personal-roboport-equipment'
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items['personal-roboport'].tech = 'personal-roboport-equipment'
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items['personal-roboport'].min = 2
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items['personal-roboport'].min = 2
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items['personal-roboport'].base = 0.5
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items['personal-roboport'].base = 0.5
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else
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data:extend({
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{
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type = 'equipment-grid',
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name = 'equipment-grid-14x14',
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width = 14,
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height = 14,
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equipment_categories = {'armor'}
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},
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{
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type = 'armor',
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name = 'power-armor-mk3',
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icon = '__base__/graphics/icons/power-armor-mk2.png',
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icon_size = 64, icon_mipmaps = 4,
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resistances = {{type = 'physical', decrease = 20, percent = 50}, {type = 'acid', decrease = 20, percent = 80},
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{type = 'explosion', decrease = 70, percent = 60}, {type = 'fire', decrease = 20, percent = 80},
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{type = 'laser', decrease = 20, percent = 50}, {type = 'electric', decrease = 20, percent = 50},
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{type = 'impact', decrease = 20, percent = 50}, {type = 'poison', decrease = 20, percent = 50}},
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subgroup = 'armor',
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order = 'eb[power-armor-mk3]',
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stack_size = 1,
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infinite = true,
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equipment_grid = 'equipment-grid-14x14',
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inventory_size_bonus = 40,
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open_sound = {filename = '__base__/sound/armor-open.ogg', volume = 1},
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close_sound = {filename = '__base__/sound/armor-close.ogg', volume = 1}
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}
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})
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data:extend({{
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type = 'recipe',
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name = 'power-armor-mk3',
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energy_required = 5,
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enabled = 'false',
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ingredients = {{'power-armor-mk2', 2}},
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result = 'power-armor-mk3'
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}})
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for _, animation in ipairs(data.raw['character']['character']['animations']) do
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if animation.armors then
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for _, armor in ipairs(animation.armors) do
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if armor == 'power-armor-mk2' then
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animation.armors[#animation.armors + 1] = 'power-armor-mk3'
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break
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end
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end
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end
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end
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table.insert(data.raw.technology['power-armor-mk2'].effects, {type='unlock-recipe', recipe='power-armor-mk3'})
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end
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end
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-- equipment
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-- equipment
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@@ -205,7 +155,7 @@ local function EE(source, tier)
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w = 2
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w = 2
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h = 2
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h = 2
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item['type'] = 'energy-shield-equipment'
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item['type'] = 'energy-shield-equipment'
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item['energy_source'] = {type = 'electric', usage_priority = 'primary-input', input_flow_limit = (1000 * (2 ^ (tier - 1))) .. 'kW', buffer_capacity = (480 * (2 ^ (tier - 1))) .. 'kJ'}
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item['energy_source'] = {type = 'electric', usage_priority = 'primary-input', input_flow_limit = (source.base * 4 * (2 ^ (tier - 1))) .. 'kW', buffer_capacity = (source.base * 2 * (2 ^ (tier - 1))) .. 'kJ'}
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item['max_shield_value'] = (source.base * (2 ^ (tier - 2)))
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item['max_shield_value'] = (source.base * (2 ^ (tier - 2)))
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item['energy_per_shield'] = '80kJ'
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item['energy_per_shield'] = '80kJ'
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elseif (source.type == 'personal-roboport') then
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elseif (source.type == 'personal-roboport') then
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@@ -315,6 +265,56 @@ local function ET(source, tier)
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table.insert(data.raw.technology[source.tech].effects, {type='unlock-recipe', recipe=source.name .. '-mk' .. tier .. '-equipment'})
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table.insert(data.raw.technology[source.tech].effects, {type='unlock-recipe', recipe=source.name .. '-mk' .. tier .. '-equipment'})
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end
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end
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data:extend({
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{
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type = 'equipment-grid',
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name = 'equipment-grid-14x14',
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width = 14,
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height = 14,
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equipment_categories = {'armor'}
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},
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{
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type = 'armor',
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name = 'power-armor-mk3',
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icon = '__base__/graphics/icons/power-armor-mk2.png',
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icon_size = 64, icon_mipmaps = 4,
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resistances = {{type = 'physical', decrease = 20, percent = 50}, {type = 'acid', decrease = 20, percent = 80},
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{type = 'explosion', decrease = 70, percent = 60}, {type = 'fire', decrease = 20, percent = 80},
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{type = 'laser', decrease = 20, percent = 50}, {type = 'electric', decrease = 20, percent = 50},
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{type = 'impact', decrease = 20, percent = 50}, {type = 'poison', decrease = 20, percent = 50}},
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subgroup = 'armor',
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order = 'eb[power-armor-mk3]',
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stack_size = 1,
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infinite = true,
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equipment_grid = 'equipment-grid-14x14',
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inventory_size_bonus = 40,
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open_sound = {filename = '__base__/sound/armor-open.ogg', volume = 1},
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close_sound = {filename = '__base__/sound/armor-close.ogg', volume = 1}
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}
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})
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data:extend({{
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type = 'recipe',
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name = 'power-armor-mk3',
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energy_required = 5,
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enabled = 'false',
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ingredients = {{'power-armor-mk2', 2}},
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result = 'power-armor-mk3'
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}})
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for _, animation in ipairs(data.raw['character']['character']['animations']) do
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if animation.armors then
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for _, armor in ipairs(animation.armors) do
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if armor == 'power-armor-mk2' then
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animation.armors[#animation.armors + 1] = 'power-armor-mk3'
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break
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end
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end
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end
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end
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table.insert(data.raw.technology['power-armor-mk2'].effects, {type='unlock-recipe', recipe='power-armor-mk3'})
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for _, v in pairs(items) do
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for _, v in pairs(items) do
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if v.enabled then
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if v.enabled then
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for j=v.min, v.max, 1 do
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for j=v.min, v.max, 1 do
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