require("resourceconfigs.vanilla") -- vanilla ore/liquids (no enemies) require("resourceconfigs.vanilla_enemies") require("resourceconfigs.roadworks") require("resourceconfigs.dytech") require("resourceconfigs.bobores") require("resourceconfigs.bobenemies") require("resourceconfigs.peacemod") require("resourceconfigs.yuoki_industries") require("resourceconfigs.mopower") require("resourceconfigs.nucular") require("resourceconfigs.replicators") require("resourceconfigs.uraniumpower") require("resourceconfigs.homeworld") require("resourceconfigs.groundsulfur") require("resourceconfigs.evolution") require("resourceconfigs.replicators") require("resourceconfigs.darkmatter") require("resourceconfigs.springwater") require("resourceconfigs.sulfuricacid") require("resourceconfigs.naturalgas") require("resourceconfigs.deepores") require("resourceconfigs.angelsores") require("resourceconfigs.hardcrafting") require("resourceconfigs.thorium") function loadResourceConfig() config={} fillVanillaConfig() --[[ MODS SUPPORT ]]-- if not game.entity_prototypes["alien-ore"] or useEnemiesInPeaceMod then -- if the user has peacemod installed he probably doesn't want that RSO spawns them either. remote.interfaces["peacemod"] if game.entity_prototypes["bob-big-explosive-worm-turret"] and game.entity_prototypes["bob-big-fire-worm-turret"] and game.entity_prototypes["bob-big-poison-worm-turret"] then fillBobEnemies() else fillEnemies() end end -- Roadworks mod if game.entity_prototypes["RW_limestone"] then fillRoadworksConfig() end -- DyTech -- i moved everything even the checks there, i think it's cleaner this way fillDytechConfig() -- BobOres if game.entity_prototypes["rutile-ore"] then fillBoboresConfig() end -- peace mod if game.entity_prototypes["alien-ore"] then fillPeaceConfig() end --yuoki industries mod if game.entity_prototypes["y-res1"] then fillYuokiConfig() end --mopower mod if game.entity_prototypes["uranium-ore"] then if game.entity_prototypes["steam-turbine"] then fillNucularConfig() else fillMopowerConfig() end end --replicators mod if game.entity_prototypes["rare-earth"] then fillReplicatorsConfig() end --uranium power mod if game.entity_prototypes["uraninite"] then fillUraniumpowerConfig() end --thorium mod if game.entity_prototypes["monazite-ore"] then fillThoriumConfig() end -- ground sulfur if game.entity_prototypes["sulfur"] then fillGroundSulfurConfig() end -- evolution if game.entity_prototypes["alien-artifacts"] then fillEvolutionConfig() end -- replicators if game.entity_prototypes["creatine"] then fillReplicatorsConfig() end -- homeworld if game.entity_prototypes["sand-source"] then fillHomeworldConfig() end -- dark matter replicators if game.entity_prototypes["tenemut"] then fillDarkMatterConfig() end -- spring water if game.entity_prototypes["spring-water"] then fillSpringWaterConfig() end -- sulfruric acid if game.entity_prototypes["sulfuric-acid"] then fillSulfuricAcidConfig() end -- natural gas if game.entity_prototypes["natural-gas"] then fillNaturalGasConfig() end -- deep ores if game.entity_prototypes["deep-copper-ore"] and game.entity_prototypes["deep-iron-ore"] then fillDeepOresConfig() end -- hard crafting if game.entity_prototypes["rich-copper-ore"] then fillHardCraftingConfig() end -- angels ores if game.entity_prototypes["angels-ore1"] then fillAngelsOresConfig() -- remove no longer needed ores config["copper-ore"] = nil config["iron-ore"] = nil config["stone"] = nil end return config end