{% from "macros.lua" import dict_to_recipe %} -- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template require('lib') {%- for recipe_name, recipe in custom_recipes.items() %} data.raw["recipe"]["{{recipe_name}}"].ingredients = {{ dict_to_recipe(recipe.ingredients) }} {%- endfor %} local technologies = data.raw["technology"] local original_tech local new_tree_copy allowed_ingredients = {} {%- for tech_name, technology in custom_technologies.items() %} allowed_ingredients["{{ tech_name }}"] = { {%- for ingredient in technology.ingredients %} ["{{ingredient}}"] = 1, {%- endfor %} } {% endfor %} local template_tech = table.deepcopy(technologies["automation"]) {#- ensure the copy unlocks nothing #} template_tech.unlocks = {} template_tech.upgrade = false template_tech.effects = {} template_tech.prerequisites = {} function prep_copy(new_copy, old_tech) old_tech.hidden = true new_copy.unit = table.deepcopy(old_tech.unit) local ingredient_filter = allowed_ingredients[old_tech.name] if ingredient_filter ~= nil then new_copy.unit.ingredients = filter_ingredients(new_copy.unit.ingredients, ingredient_filter) end end function set_ap_icon(tech) tech.icon = "__{{ mod_name }}__/graphics/icons/ap.png" tech.icons = nil tech.icon_size = 128 end function set_ap_unimportant_icon(tech) tech.icon = "__{{ mod_name }}__/graphics/icons/ap_unimportant.png" tech.icons = nil tech.icon_size = 128 end function copy_factorio_icon(tech, tech_source) tech.icon = table.deepcopy(technologies[tech_source].icon) tech.icons = table.deepcopy(technologies[tech_source].icons) tech.icon_size = table.deepcopy(technologies[tech_source].icon_size) end {# This got complex, but seems to be required to hit all corner cases #} function adjust_energy(recipe_name, factor) local recipe = data.raw.recipe[recipe_name] local energy = recipe.energy_required if (recipe.normal ~= nil) then if (recipe.normal.energy_required == nil) then energy = 0.5 else energy = recipe.normal.energy_required end recipe.normal.energy_required = energy * factor end if (recipe.expensive ~= nil) then if (recipe.expensive.energy_required == nil) then energy = 0.5 else energy = recipe.expensive.energy_required end recipe.expensive.energy_required = energy * factor end if (energy ~= nil) then data.raw.recipe[recipe_name].energy_required = energy * factor elseif (recipe.expensive == nil and recipe.normal == nil) then data.raw.recipe[recipe_name].energy_required = 0.5 * factor end end data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories) data.raw["assembling-machine"]["assembling-machine-2"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories) data.raw["assembling-machine"]["assembling-machine-1"].fluid_boxes = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"].fluid_boxes) data.raw["ammo"]["artillery-shell"].stack_size = 10 {# each randomized tech gets set to be invisible, with new nodes added that trigger those #} {%- for original_tech_name, item_name, receiving_player, advancement in locations %} original_tech = technologies["{{original_tech_name}}"] {#- the tech researched by the local player #} new_tree_copy = table.deepcopy(template_tech) new_tree_copy.name = "ap-{{ tech_table[original_tech_name] }}-"{# use AP ID #} prep_copy(new_tree_copy, original_tech) {% if tech_cost_scale != 1 %} new_tree_copy.unit.count = math.max(1, math.floor(new_tree_copy.unit.count * {{ tech_cost_scale }})) {% endif %} {%- if (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in base_tech_table -%} {#- copy Factorio Technology Icon -#} copy_factorio_icon(new_tree_copy, "{{ item_name }}") {%- if original_tech_name == "rocket-silo" and original_tech_name in static_nodes %} {%- for ingredient in custom_recipes["rocket-part"].ingredients %} table.insert(new_tree_copy.effects, {type = "nothing", effect_description = "Ingredient {{ loop.index }}: {{ ingredient }}"}) {% endfor -%} {% endif -%} {%- elif (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in progressive_technology_table -%} copy_factorio_icon(new_tree_copy, "{{ progressive_technology_table[item_name][0] }}") {%- else -%} {#- use default AP icon if no Factorio graphics exist -#} {% if advancement or not tech_tree_information %}set_ap_icon(new_tree_copy){% else %}set_ap_unimportant_icon(new_tree_copy){% endif %} {%- endif -%} {#- connect Technology #} {%- if original_tech_name in tech_tree_layout_prerequisites %} {%- for prerequesite in tech_tree_layout_prerequisites[original_tech_name] %} table.insert(new_tree_copy.prerequisites, "ap-{{ tech_table[prerequesite] }}-") {% endfor %} {% endif -%} {#- add new Technology to game #} data:extend{new_tree_copy} {% endfor %} {% if recipe_time_scale %} {%- for recipe_name, recipe in recipes.items() %} {%- if recipe.category != "mining" %} adjust_energy("{{ recipe_name }}", {{ flop_random(*recipe_time_scale) }}) {%- endif %} {%- endfor -%} {% endif %} {%- if silo==2 %} -- disable silo research for pre-placed silo technologies["rocket-silo"].hidden = true {%- endif %}