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https://github.com/PHIDIAS0303/factorio-mod-PHI.git
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This commit is contained in:
122
PHI-EQ/data.lua
122
PHI-EQ/data.lua
@@ -9,7 +9,7 @@ local function EE(source, tier)
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item['categories'] = {'armor'}
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local w = 1
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local h = 1
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if (source.type == 'solar-panel') then
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item['type'] = 'solar-panel-equipment'
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item['power'] = (source.base * (2 ^ (tier - 1))) .. 'kW'
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@@ -124,63 +124,77 @@ 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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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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if settings.startup['PHI-EQ-ARMOR'].value then
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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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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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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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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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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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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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for k, v in pairs(items['setting']) do
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for k2=1, #v.effect do
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if settings.startup[k].value < items[v.effect[k2]].min then
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items[v.effect[k2]].enabled = false
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end
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items[v.effect[k2]][v.type] = settings.startup[k].value
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end
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end
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for k, v in pairs(items) do
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if k ~= 'setting' 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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EE(v, j)
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EI(v, j)
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ER(v, j)
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ET(v, j)
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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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if v.enabled then
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for j=v.min, v.max, 1 do
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EE(v, j)
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EI(v, j)
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ER(v, j)
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ET(v, j)
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end
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end
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end
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