Also if you are interested here are some additional tweaks for mods. Just drop them in at the bottom of your other-mods section in data-updates.lua
Code: Select all
--Angels Ores Plates pulver and block, thermal-water
addon_subgroup_order("item","thermal-water-barrel","bob-barrel","f2")
addon_subgroup_order("recipe", "angelsore3-crushed-smelting", "bob-material", "aaa1")
addon_subgroup_order("recipe", "copper-plate-processed", "bob-material", "aaa2")
addon_subgroup_order("recipe", "copper-plate-ingot", "bob-material", "aaa3")
addon_subgroup_order("recipe", "angelsore1-crushed-smelting", "bob-material", "aab1")
addon_subgroup_order("recipe", "iron-plate-processed", "bob-material", "aab2")
addon_subgroup_order("recipe", "iron-plate-ingot", "bob-material", "aab3")
addon_subgroup_order("recipe", "concrete-brick", "bio-processing")
addon_subgroup_order("recipe", "concrete-pulver", "bio-processing")
addon_subgroup_order("recipe", "concrete-from-pulver", "bio-processing")
--Flow control
-- change express pump speed if bobs-pump-2 present
-- default pump speed is 2.5 and only requires steel
-- if data.raw.item["express-pump"] and data.raw.item["small-pump-2"] then
-- data.raw["pump"]["express-pump"].pumping_speed = 1
-- end
addon_subgroup_order("item", "express-pump","addon-water-pump-jacks" ,"g2")
addon_subgroup_order("item","check-valve","bob-storage","j")
addon_subgroup_order("item","overflow-valve","bob-storage","k")
if not data.raw.item["copper-pipe-straight"] then
addon_subgroup_order("item", "pipe-straight", "pipe-straight", "a")
addon_subgroup_order("item", "pipe-junction", "pipe-straight", "b")
addon_subgroup_order("item", "pipe-elbow", "pipe-straight", "c")
end
-- If color coding and more floors present move most floors to color-coding tab)
if data.raw["item-subgroup"]["color-concrete"] and data.raw["item"]["hexagonb"] then
local terrain = {
"wood-floor", "smooth-concrete", "reinforced-concrete", "diamond-plate", "rusty-metal", "rusty-grate",
"arrow-grate", "green_grass", "sand_light", "gravel", "circuit-floor", "asphalt", "lava", "snow",
"alien-metal", "metal-scraps", "hexagonb", "hazard-concrete", "fire-hazard-concrete"
}
for _, name in pairs(terrain) do
addon_subgroup_order("item", name ,"color-concrete", "d-[more-floors-"..name.. "]")
end
addon_subgroup_order("recipe", "hazard-concrete" ,"color-concrete", "d-[more-floors-hazard-concrete]")
else
--Color Coding -- Move fire hazard if more floors is not present.
addon_subgroup_order("item", "fire-hazard-concrete", "bob-material", "aaf2")
end
--Warehousing present -- To use these 4 new categories need to be defined.
-- Categories put in category.lua in the logistics section
-- {type = "item-subgroup", name = "logistic-network-storage", group = "logistics", order = "f-1"},
-- {type = "item-subgroup", name = "logistic-network-passive", group = "logistics", order = "f-2"},
-- {type = "item-subgroup", name = "logistic-network-active", group = "logistics", order = "f-3"},
-- {type = "item-subgroup", name = "logistic-network-requester", group = "logistics", order = "f-4",},
-- if data.raw.item["warehouse-storage"] or data.raw.item["storehouse-storage"] then
-- local chests = {
-- storage = {
-- "logistic-chest-storage", "logistic-chest-storage-2", "logistic-chest-titanium-storage",
-- "logistic-chest-tungsten-storage", "storehouse-storage", "warehouse-storage",
-- },
-- passive = {
-- "logistic-chest-passive-provider", "logistic-chest-passive-provider-2", "storehouse-passive-provider",
-- "warehouse-passive-provider",
-- },
-- active = {
-- "logistic-chest-active-provider", "logistic-chest-active-provider-2", "storehouse-active-provider",
-- "warehouse-active-provider",
-- },
-- requester = {
-- "logistic-chest-requester", "logistic-chest-requester-2", "storehouse-requester", "warehouse-requester",
-- }
-- }
--
-- for type, group in pairs(chests) do
-- for i, name in ipairs(group) do
-- addon_subgroup_order("item", name, "logistic-network-"..type, i.."-["..type.."]["..name .."]")
-- end
-- end
-- end
--Hide items that should be hidden!
local lamp = data.raw.item["concrete-lamp"]
if lamp and not lamp.flags["hidden"] then lamp.flags[#lamp.flags + 1] = "hidden" end
local uranium = data.raw.item["nuclear-fission-reactor-chest-9"]
if uranium then
local items = {
"nuclear-fission-reactor-chest-9",
"nuclear-fission-reactor-chest-25",
"turbine-generator-cold-leg-box",
"turbine-generator-feed-water-box",
"turbine-generator-low-p-steam-box-01",
"turbine-generator-low-p-steam-box-02",
"turbine-generator-low-p-steam-box-03",
"turbine-generator-low-p-steam-box-04",
"steam-generator-01-cold-input",
"reactor-pipe-bus-vert",
"reactor-pipe-bus-horiz",
"fission-reactor-fuel",
}
for _, name in pairs(items) do
if data.raw.item[name] and not data.raw.item[name].flags["hidden"] then
data.raw.item[name].flags[#data.raw.item[name].flags + 1] = "hidden"
end
end
end