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Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
data.raw["fluid"]["water"]["base_color"] = {r=0.03, g=0.25, b=0.35}
data.raw["fluid"]["water"]["flow_color"] = {r=0.35, g=0.8, b=0.87}
data.raw["fluid"]["heavy-oil"]["base_color"] = {r=0.57, g=0.1, b=0}
data.raw["fluid"]["heavy-oil"]["flow_color"] = {r=1, g=0.51, b=0.07}
data.raw["fluid"]["light-oil"]["base_color"] = {r=0.57, g=0.33, b=0}
data.raw["fluid"]["light-oil"]["flow_color"] = {r=1, g=0.73, b=0.07}
data.raw["fluid"]["petroleum-gas"]["base_color"] = {r=0.42, g=0.38, b=0.44}
data.raw["fluid"]["petroleum-gas"]["flow_color"] = {r=1, g=1, b=1}
data.raw["fluid"]["lubricant"]["base_color"] = {r=0.1, g=0.24, b=0.02}
data.raw["fluid"]["lubricant"]["flow_color"] = {r=0.43, g=0.75, b=0.31}
data.raw["fluid"]["sulfuric-acid"]["base_color"] = {r=1, g=0.5, b=0}
data.raw["fluid"]["water"]["base_color"] = {r=0.03, g=0.25, b=0.35}
data.raw["fluid"]["water"]["flow_color"] = {r=0.35, g=0.8, b=0.87}
data.raw["fluid"]["heavy-oil"]["base_color"] = {r=0.57, g=0.1, b=0}
data.raw["fluid"]["heavy-oil"]["flow_color"] = {r=1, g=0.51, b=0.07}
data.raw["fluid"]["light-oil"]["base_color"] = {r=0.57, g=0.33, b=0}
data.raw["fluid"]["light-oil"]["flow_color"] = {r=1, g=0.73, b=0.07}
data.raw["fluid"]["petroleum-gas"]["base_color"] = {r=0.42, g=0.38, b=0.44}
data.raw["fluid"]["petroleum-gas"]["flow_color"] = {r=1, g=1, b=1}
data.raw["fluid"]["lubricant"]["base_color"] = {r=0.1, g=0.24, b=0.02}
data.raw["fluid"]["lubricant"]["flow_color"] = {r=0.43, g=0.75, b=0.31}
data.raw["fluid"]["sulfuric-acid"]["base_color"] = {r=1, g=0.5, b=0}
data.raw["fluid"]["sulfuric-acid"]["flow_color"] = {r=1, g=1, b=0}
Original file line number Diff line number Diff line change
@@ -1,11 +1,9 @@
{
"name": "BetterFluidColors",
"version": "1.0.1",
"title": "Better Fluid Colors",
"author": "Meppi",
"contact": "",
"homepage": "https://forums.factorio.com/viewtopic.php?f=144&t=23284",
"description": "This mod changes the colors of fluids in pipes",
"factorio_version": "0.14",
"dependencies": ["base >= 0.13"]
{
"name": "BetterFluidColors",
"version": "1.0.2",
"factorio_version": "0.14",
"title": "Better Fluid Colors",
"author": "Meppi",
"homepage": "https://forums.factorio.com/viewtopic.php?f=144&t=23284",
"description": "This mod changes the colors of fluids in pipes"
}
180 changes: 90 additions & 90 deletions Bio_Industries_1.4.0/config.lua → Bio_Industries_1.4.2/config.lua
Original file line number Diff line number Diff line change
@@ -1,90 +1,90 @@
local BI = BI_Config
--[[---------------------------------------------------------------------------
------------------------------------- Credits ---------------------------------
-------------------------------------------------------------------------------

drs9999 - Treefarm Mod
SpeedDaemon - Greenhouse Mod
Simdezimon - Wood Floors
Klonan - Big Wooden Pole and Wooden Fence
LukeM212 - Tree Sapling Mod
Bobingabout - Bob's Mods - Learned a lot from looking at your amazing work. (and those wonderful functions)

YuokiTani - Art - Amazing Work!!


---------------------------------------------------------------------------
---------------------------------------------------------------------------
------------------------ On / Off Toggles ---------------------------------
---------------------------------------------------------------------------
--- true = On / Yes
--- false = Off / No
-- NOTE -- When changing most of the below values, this will only affect new games, not existing games.
---------------------------------------------------------------------------]]



BI.Bio_Garden = true -- Bio Farm must be true. It uses fertiliser...
--- Enable the Bio Garden
--- Helps clean up the pollution you're producing.


BI.Bio_Solar_Farm = true
--- Enable the Bio Solar Farm.
--- Tierd of having half your map covered with solar panels... Well, now you can condense them.


BI.Bio_Cannon = true
--- Enable the Bio Conno - Turrent that only fires at Spawners. Has a range of 75.


BI.Bio_Fuel = true -- Bio Farm must be true and you have to play with Natural Evolution Buildings mod.
--- Enable the Bio Fuel. Make fuel from plants and animals. (You'll need Natural Evolution Buildings mod for this to work.)
--- Enable Plastic


BI.Wood_Products = true
--- Enables wood products like:
-- Wood Fence
-- Big Wood Pole
-- Wood Flooring
-- Wood Rail (Uses wood. Vanilla rail now uses Concrete)



BI.Recipe_Tweaks = true
--- Making some Vanilla recipe's more realistic.
--*********************
--- Recipe Changes might not take affect on existing games if you don't run:
-- "/c game.player.force.reset_recipes()""
--*********************

--- Stone Wall: adds Iron Sticks (Rebarb) to recipe
--- Concrete: Uses Iron Sticks (Rebarb) and not Iron-Ore
--- Rail (Vanilla and Wood): Uses Crushed Stone and not Stone
--- Trees Give Random 1 - 6 Raw Wood
--- Tree Collision box made smaller
--- Steel Axe requires Iron Axe
--- Player running speed slightly increased from 0.15 to 0.25
--- Loot Pickup distance doubled
--- Reach
BI.Reach = false
--- Double player Reach




----------------------------- END -------------------------------------------


BI.Bio_Farm = true -- Just leave that as True! (Core Module)
--- Enable the Bio Farm
--- Base part of the mod.


BI.QCCode = false
-- Used for QC
-- Displays messages used for checking my code



local BI = BI_Config
--[[---------------------------------------------------------------------------
------------------------------------- Credits ---------------------------------
-------------------------------------------------------------------------------
drs9999 - Treefarm Mod
SpeedDaemon - Greenhouse Mod
Simdezimon - Wood Floors
Klonan - Big Wooden Pole and Wooden Fence
LukeM212 - Tree Sapling Mod
Bobingabout - Bob's Mods - Learned a lot from looking at your amazing work. (and those wonderful functions)
YuokiTani - Art - Amazing Work!!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
------------------------ On / Off Toggles ---------------------------------
---------------------------------------------------------------------------
--- true = On / Yes
--- false = Off / No
-- NOTE -- When changing most of the below values, this will only affect new games, not existing games.
---------------------------------------------------------------------------]]
BI.Bio_Garden = true -- Bio Farm must be true. It uses fertiliser...
--- Enable the Bio Garden
--- Helps clean up the pollution you're producing.
BI.Bio_Solar_Farm = true
--- Enable the Bio Solar Farm.
--- Tierd of having half your map covered with solar panels... Well, now you can condense them.
BI.Bio_Cannon = true
--- Enable the Bio Conno - Turrent that only fires at Spawners. Has a range of 75.
BI.Bio_Fuel = true -- Bio Farm must be true and you have to play with Natural Evolution Buildings mod.
--- Enable the Bio Fuel. Make fuel from plants and animals. (You'll need Natural Evolution Buildings mod for this to work.)
--- Enable Plastic
BI.Wood_Products = true
--- Enables wood products like:
-- Wood Fence
-- Big Wood Pole
-- Wood Flooring
-- Wood Rail (Uses wood. Vanilla rail now uses Concrete)
BI.Recipe_Tweaks = true
--- Making some Vanilla recipe's more realistic.
--*********************
--- Recipe Changes might not take affect on existing games if you don't run:
-- "/c game.player.force.reset_recipes()""
--*********************
--- Stone Wall: adds Iron Sticks (Rebarb) to recipe
--- Concrete: Uses Iron Sticks (Rebarb) and not Iron-Ore
--- Rail (Vanilla and Wood): Uses Crushed Stone and not Stone
--- Trees Give Random 1 - 6 Raw Wood
--- Tree Collision box made smaller
--- Steel Axe requires Iron Axe
--- Player running speed slightly increased from 0.15 to 0.25
--- Loot Pickup distance doubled
--- Reach
BI.Reach = false
--- Double player Reach
----------------------------- END -------------------------------------------
BI.Bio_Farm = true -- Just leave that as True! (Core Module)
--- Enable the Bio Farm
--- Base part of the mod.
BI.QCCode = false
-- Used for QC
-- Displays messages used for checking my code
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