forked from doomeer/factorio
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathrecipes.ml
764 lines (693 loc) · 23.3 KB
/
recipes.ml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
(******************************************************************************)
(* Copyright (c) 2016 DooMeeR *)
(* *)
(* Permission is hereby granted, free of charge, to any person obtaining *)
(* a copy of this software and associated documentation files (the *)
(* "Software"), to deal in the Software without restriction, including *)
(* without limitation the rights to use, copy, modify, merge, publish, *)
(* distribute, sublicense, and/or sell copies of the Software, and to *)
(* permit persons to whom the Software is furnished to do so, subject to *)
(* the following conditions: *)
(* *)
(* The above copyright notice and this permission notice shall be *)
(* included in all copies or substantial portions of the Software. *)
(* *)
(* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, *)
(* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF *)
(* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND *)
(* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE *)
(* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION *)
(* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION *)
(* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *)
(******************************************************************************)
(* Type definitions and helpful functions are defined in factorio.ml. *)
open Factorio
(******************************************************************************)
(* Makers *)
(******************************************************************************)
(* Maker definitions. Makers are items such as assembling machines,
that are used to make recipes. *)
(* Usage: maker name crafting_speed *)
let burner_mining_drill = maker "Burner Mining Drill" 0.7
let electric_mining_drill = maker "Electric Mining Drill" 1.
let assembling_machine_1 = maker "Assembling Machine 1" 0.5
let assembling_machine_2 = maker "Assembling Machine 2" 0.75
let assembling_machine_3 = maker "Assembling Machine 3" 1.25
let stone_furnace = maker "Stone Furnace" 1.
let steel_furnace = maker "Steel Furnace" 2.
let electric_furnace = maker "Electric Furnace" 2.
let chemical_plant_ = maker "Chemical Plant" 1.25
(* Shorthands for some commonly-used lists of makers. *)
let drill = [ burner_mining_drill; electric_mining_drill ]
let am1 = [ assembling_machine_1; assembling_machine_2; assembling_machine_3 ]
let am2 = [ assembling_machine_2; assembling_machine_3 ]
let am3 = [ assembling_machine_3 ]
let furnace = [ stone_furnace; steel_furnace; electric_furnace ]
let chemical_plant = [ chemical_plant_ ]
(******************************************************************************)
(* Resources *)
(******************************************************************************)
(* Resource definitions. Resources are craftable items, such as potions.
Note that makers themselves are craftable and are thus also resources. *)
(* Usage: res name makers crafting_time ingredients
[makers] is a list of makers.
[ingredients] is a list of (float, resource) pairs, where the float
is the amount of the resource which is required.
Optional arguments:
- use [~style: Global] (without the brackets) so that
the resource is global by default;
- use [~count: 2.] for recipes which produce 2 items at a time. *)
(* DON'T FORGET TO ADD THE RESOURCE TO THE LIST AT THE END OF THIS FILE! *)
(* Coal is only counted to make Plastic Bars, not by Furnaces.
You can change this by adding the Coal ingredient to the plate recipes. *)
(* I assume 1 Crude Oil per second per pumpjack, but obviously this changes
all the time. *)
(* I assume Basic Oil Processing is used.
You can change the line:
let petroleum_gas = petroleum_gas_basic
to one of:
let petroleum_gas = petroleum_gas_advanced
let petroleum_gas = petroleum_gas_cracking
to change the oil+water to gas ratio.
Basically:
- with Basic Oil Processing, you need 2.5 Oil for 1 Gas;
- with Advanced Oil Processing, you need 1.9 Oil (and 1 Water) for 1 Gas;
- with Advanced Oil Processing + Cracking, you need 1.2 Oil (and 1.3 Water)
for 1 Gas.
So you can simply keep the Basic Oil Processing and know that the amount
of oil can be divided by roughly 2 with Advanced Oil Processing and
cracking. (Who cares about Water?)
The amount of refineries is also devided by 2 but you need to add
chemical plants (with 5 refineries you have a perfect ratio
with 1 heavy cracking and 7 light cracking plants)
and water pumps (1 pump for 6 groups of 5 refineries + 8 cracking plants). *)
(* I use Petroleum Gas for Rocket Fuel but this is obviously non optimal,
it's just for simplification's sake. *)
(* The order in this file follows the order in the Resources page of
the Wiki, except when this would mess the dependencies. *)
(* Resources *)
let raw_wood =
res "Raw Wood" [] 1. ~style: Global
[]
let coal =
res "Coal" drill 2. ~style: Global
[]
let iron_ore =
res "Iron Ore" drill 2.
[]
let copper_ore =
res "Copper Ore" drill 2.
[]
let stone =
res "Stone" drill 2.
[]
let alien_artifact =
res "Alien Artifact" [] 1. ~style: Global
[]
let water =
res "Water" [ maker "Offshore Pump" 1. ] 1. ~count: 60. ~style: Global
[]
let crude_oil =
res "Crude Oil" [ maker "Pumpjack" 1. ] 1.
[]
(* Intermediate Products *)
let wood =
res "Wood" am1 0.5 ~count: 2.
[ 1., raw_wood ]
let iron_plate =
res "Iron Plate" furnace 3.5 ~style: Global
[ 1., iron_ore ]
let copper_plate =
res "Copper Plate" furnace 3.5 ~style: Global
[ 1., copper_ore ]
let steel_plate =
res "Steel Plate" furnace 17.5
[ 5., iron_plate ]
let stone_brick =
res "Stone Brick" furnace 3.5
[ 1., stone ]
let petroleum_gas_basic =
res "Petroleum Gas" [ maker "Basic Oil Processing" 1. ] 5.
~count: 4. ~style: Global
[ 10., crude_oil ]
let petroleum_gas_advanced =
res "Petroleum Gas" [ maker "Advanced Oil Processing" 1. ] 5.
~count: 5.5 ~style: Global
[ 10., crude_oil; 5., water ]
let petroleum_gas_cracking =
(* 1 Heavy Oil becomes 3/4 = 0.75 Light Oil.
0.75 + 4.5 = 5.25 Light Oil becomes 5.25 * 2 / 3 = 3.5 Petroleum Gas.
So the end result is 5.5 + 3.5 = 9 Petroleum Gas.
1 Heavy Oil requires 0.75 Water to be cracked.
5.25 Light Oil requires 5.25 Water to be cracked.
So the end result is that 0.75 + 5.25 + 5 = 11 Water is required. *)
res "Petroleum Gas" [ maker "Advanced Oil Processing + Cracking" 1. ] 5.
~count: 9. ~style: Global
[ 10., crude_oil; 11., water ]
let petroleum_gas = petroleum_gas_basic
let sulfur =
res "Sulfur" chemical_plant 1. ~count: 2.
[ 3., water; 3., petroleum_gas ]
let sulfuric_acid =
res "Sulfuric Acid" chemical_plant 1. ~count: 5.
[ 1., iron_plate; 5., sulfur; 10., water ]
let plastic_bar =
res "Plastic Bar" chemical_plant 1. ~count: 2.
[ 1., coal; 3., petroleum_gas ]
let battery =
res "Battery" chemical_plant 5.
[ 1., iron_plate; 1., copper_plate; 2., sulfuric_acid ]
let iron_stick =
res "Iron Stick" am1 0.5 ~count: 2.
[ 1., iron_plate ]
let iron_gear_wheel =
res "Iron Gear Wheel" am1 0.5
[ 2., iron_plate ]
let copper_cable =
res "Copper Cable" am1 0.5 ~count: 2.
[ 1., copper_plate ]
let electronic_circuit =
res "Electronic Circuit" am1 0.5
[ 1., iron_plate; 3., copper_cable ]
let advanced_circuit =
res "Advanced Circuit" am2 8.
[ 2., electronic_circuit; 2., plastic_bar; 4., copper_cable ]
let processing_unit =
res "Processing Unit" am2 15.
[ 20., electronic_circuit; 2., advanced_circuit; 0.5, sulfuric_acid ]
let pipe =
res "Pipe" am1 0.5
[ 1., iron_plate ]
let engine_unit =
res "Engine Unit" am2 20.
[ 1., steel_plate; 1., iron_gear_wheel; 2., pipe ]
let heavy_oil =
res "Heavy Oil" [ maker "Basic Oil Processing" 1. ] 5. ~count: 3.
[ 10., crude_oil ]
let light_oil =
res "Light Oil" [ maker "Basic Oil Processing" 1. ] 5. ~count: 3.
[ 10., crude_oil ]
let lubricant =
res "Lubricant" chemical_plant 1.
[ 1., heavy_oil ]
let electric_engine_unit =
res "Electric Engine Unit" am2 20.
[ 1., engine_unit; 2., electronic_circuit; 2., lubricant ]
let flying_robot_frame =
res "Flying Robot Frame" am2 20.
[ 1., electric_engine_unit; 2., battery; 1., steel_plate;
3., electronic_circuit ]
let science_pack_1 =
res "Science Pack 1" am1 5.
[ 1., copper_plate; 1., iron_gear_wheel ]
let inserter =
res "Inserter" am2 0.5
[ 1., iron_plate; 1., iron_gear_wheel; 1., electronic_circuit ]
let transport_belt =
res "Transport Belt" am1 0.5 ~count: 2.
[ 1., iron_plate; 1., iron_gear_wheel ]
let science_pack_2 =
res "Science Pack 2" am1 6.
[ 1., inserter; 1., transport_belt ]
let fast_inserter =
res "Fast Inserter" am2 0.5
[ 1., inserter; 2., iron_plate; 2., electronic_circuit ]
let smart_inserter =
res "Smart Inserter" am2 0.5
[ 1., fast_inserter; 4., electronic_circuit ]
let science_pack_3 =
res "Science Pack 3" am2 12.
[ 1., battery; 1., advanced_circuit; 1., smart_inserter; 1., steel_plate ]
let alien_science_pack =
res "Alien Science Pack" am1 12. ~count: 10.
[ 1., alien_artifact ]
let empty_barrel =
res "Empty Barrel" am1 1.
[ 1., steel_plate ]
let explosives =
res "Explosives" am1 5.
[ 1., sulfur; 1., coal; 1., water ]
(* Weapons *)
let land_mine =
res "Land Mine" am1 5.
[ 1., steel_plate; 2., explosives ]
let basic_grenade =
res "Basic Grenade" am1 8.
[ 10., coal; 5., iron_plate ]
let piercing_rounds_magazine =
res "Piercing Rounds Magazine" am1 3.
[ 3., copper_plate; 1., steel_plate ]
let defender_capsule =
res "Defender Capsule" am2 8.
[ 3., iron_gear_wheel; 2., electronic_circuit;
1., piercing_rounds_magazine ]
let poison_capsule =
res "Poison Capsule" am2 8.
[ 3., steel_plate; 3., electronic_circuit; 10., coal ]
let slowdown_capsule =
res "Slowdown Capsule" am2 8.
[ 2., steel_plate; 2., electronic_circuit; 5., coal ]
let distractor_capsule =
res "Distractor Capsule" am1 15.
[ 3., advanced_circuit; 4., defender_capsule ]
let speed_module =
res "Speed Module" am2 15.
[ 5., advanced_circuit; 5., electronic_circuit ]
let destroyer_capsule =
res "Destroyer Capsule" am1 15.
[ 1., speed_module; 4., distractor_capsule ]
(* Ammo *)
let regular_magazine =
res "Regular Magazine" am1 2.
[ 2., iron_plate ]
let shotgun_shells =
res "Shotgun Shells" am1 3.
[ 2., copper_plate; 2., iron_plate ]
let piercing_shotgun_shells =
res "Piercing Shotgun Shells" am1 8.
[ 2., copper_plate; 2., steel_plate ]
let rocket =
res "Rocket" am2 8.
[ 1., electronic_circuit; 2., explosives; 2., iron_plate ]
let explosive_rocket =
res "Explosive Rocket" am1 8.
[ 1., rocket; 5., explosives ]
let flamethrower_ammo =
res "Flamethrower Ammo" chemical_plant 3.
[ 5., iron_plate; 2.5, light_oil; 2.5, heavy_oil ]
let cannon_shells =
res "Cannon Shells" am2 8.
[ 4., steel_plate; 2., plastic_bar; 1., explosives ]
let explosive_cannon_shells =
res "Explosive Cannon Shells" am2 8.
[ 4., steel_plate; 2., plastic_bar; 4., explosives ]
(* Modules *)
let efficiency_module =
res "Efficiency Module" am2 15.
[ 5., advanced_circuit; 5., electronic_circuit ]
let efficiency_module_2 =
res "Efficiency Module 2" am2 30.
[ 5., advanced_circuit; 5., processing_unit; 4., efficiency_module ]
let efficiency_module_3 =
res "Efficiency Module 3" am2 60.
[ 5., advanced_circuit; 5., processing_unit; 5., efficiency_module_2;
1., alien_artifact ]
let productivity_module =
res "Productivity Module" am2 15.
[ 5., advanced_circuit; 5., electronic_circuit ]
let productivity_module_2 =
res "Productivity Module 2" am2 30.
[ 5., advanced_circuit; 5., processing_unit; 4., productivity_module ]
let productivity_module_3 =
res "Productivity Module 3" am2 60.
[ 5., advanced_circuit; 5., processing_unit; 5., productivity_module_2;
1., alien_artifact ]
let speed_module_2 =
res "Speed Module 2" am2 30.
[ 5., advanced_circuit; 5., processing_unit; 4., speed_module ]
let speed_module_3 =
res "Speed Module 3" am2 60.
[ 5., advanced_circuit; 5., processing_unit; 4., speed_module_2;
1., alien_artifact ]
(* Special *)
let logistic_robot =
res "Logistic Robot" am1 0.5
[ 1., flying_robot_frame; 2., advanced_circuit ]
let construction_robot =
res "Construction Robot" am1 0.5
[ 1., flying_robot_frame; 2., electronic_circuit ]
let roboport =
res "Roboport" am2 15.
[ 45., steel_plate; 45., iron_gear_wheel; 45., advanced_circuit ]
(* Transport Belts *)
let underground_belt =
res "Underground Belt" am1 1. ~count: 2.
[ 5., transport_belt; 10., iron_plate ]
let splitter =
res "Splitter" am2 1.
[ 5., electronic_circuit; 5., iron_plate; 4., transport_belt ]
let fast_transport_belt =
res "Fast Transport Belt" am1 0.5
[ 1., transport_belt; 5., iron_gear_wheel ]
let fast_underground_belt =
res "Fast Underground Belt" am1 0.5 ~count: 2.
[ 20., iron_gear_wheel; 2., underground_belt ]
let fast_splitter =
res "Fast Splitter" am2 2.
[ 1., splitter; (* TODO: check this *)
10., iron_gear_wheel; 10., electronic_circuit ]
let express_transport_belt =
res "Express Transport Belt" am2 0.5
[ 1., fast_transport_belt; 5., iron_gear_wheel; 2., lubricant ]
let express_underground_belt =
res "Express Underground Belt" am1 0.5 ~count: 2.
[ 40., iron_gear_wheel; 2., fast_underground_belt ]
let express_splitter =
res "Express Splitter" am2 2.
[ 1., fast_splitter; 10., iron_gear_wheel; 10., advanced_circuit;
8., lubricant ]
(* Inserters *)
let burner_inserter =
res "Burner Inserter" am1 0.5
[ 1., iron_plate; 1., iron_gear_wheel ]
let long_handed_inserter =
res "Long Handed Inserter" am2 0.5
[ 1., inserter; 1., iron_plate; 1., iron_gear_wheel ]
(* Storage *)
let wooden_chest =
res "Wooden Chest" am1 0.5
[ 4., wood ]
let iron_chest =
res "Iron Chest" am1 0.5
[ 8., iron_plate ]
let steel_chest =
res "Steel Chest" am1 0.5
[ 8., iron_plate ]
let smart_chest =
res "Smart Chest" am1 0.5
[ 1., steel_chest; 3., electronic_circuit ]
let active_provider_chest =
res "Active Provider Chest" am1 0.5
[ 1., smart_chest; 1., advanced_circuit ]
let passive_provider_chest =
res "Passive Provider Chest" am1 0.5
[ 1., smart_chest; 1., advanced_circuit ]
let storage_chest =
res "Storage Chest" am1 0.5
[ 1., smart_chest; 1., advanced_circuit ]
let requester_chest =
res "Requester Chest" am1 0.5
[ 1., smart_chest; 1., advanced_circuit ]
(* Defensive Structures *)
let wall =
res "Wall" am1 0.5
[ 5., stone_brick ]
let gun_turret =
res "Gun Turret" am2 10.
[ 20., iron_plate; 10., copper_plate; 10., iron_gear_wheel ]
let laser_turret =
res "Laser Turret" am2 20.
[ 20., steel_plate; 20., electronic_circuit; 12., battery ]
(* Machines & Furnaces *)
(* Because makers exist with the same name, makers as resources are
prefixed with "r_". *)
let r_stone_furnace =
res "Stone Furnace" am1 0.5
[ 5., stone ]
let r_burner_mining_drill =
res "Burner Mining Drill" am2 2.
[ 1., r_stone_furnace; 3., iron_plate; 3., iron_gear_wheel ]
let r_electric_mining_drill =
res "Electric Mining Drill" am2 2.
[ 10., iron_plate; 5., iron_gear_wheel; 3., electronic_circuit ]
let r_steel_furnace =
res "Steel Furnace" am1 3.
[ 8., steel_plate; 10., stone_brick ]
let r_electric_furnace =
res "Electric Furnace" am2 5.
[ 15., steel_plate; 10., stone_brick; 5., advanced_circuit ]
let r_assembling_machine_1 =
res assembling_machine_1.name am2 0.5
[ 3., electronic_circuit; 5., iron_gear_wheel; 9., iron_plate ]
let r_assembling_machine_2 =
res assembling_machine_2.name am2 0.5
[ 3., electronic_circuit; 5., iron_gear_wheel; 9., iron_plate;
1., r_assembling_machine_1 ]
let r_assembling_machine_3 =
res assembling_machine_3.name am1 0.5
[ 1., r_assembling_machine_2; 4., speed_module ]
let r_lab =
res "Lab" am2 5.
[ 4., transport_belt; 10., iron_gear_wheel; 10., electronic_circuit ]
let basic_beacon =
res "Basic Beacon" am2 15.
[ 20., electronic_circuit; 20., advanced_circuit; 10., steel_plate;
10., copper_cable ]
let radar =
res "Radar" am2 0.5
[ 5., electronic_circuit; 10., iron_plate; 5., iron_gear_wheel ]
(* Electric Network *)
let small_electric_pole =
res "Small Electric Pole" am1 0.5
[ 2., wood; 2., copper_cable ]
let medium_electric_pole =
res "medium Electric Pole" am1 0.5
[ 2., steel_plate; 2., copper_plate ]
let big_electric_pole =
res "Big Electric Pole" am1 0.5
[ 5., steel_plate; 5., copper_plate ]
let substation =
res "Substation" am1 0.5
[ 10., steel_plate; 5., advanced_circuit; 5., copper_plate ]
let boiler =
res "Boiler" am1 0.5
[ 1., r_stone_furnace; 1., pipe ]
let steam_engine =
res "Steam Engine" am2 0.5
[ 5., iron_gear_wheel; 5., pipe; 5., iron_plate ]
let solar_panel =
res "Solar Panel" am2 10.
[ 5., steel_plate; 15., electronic_circuit; 5., copper_plate ]
let basic_accumulator =
res "Basic Accumulator" am1 10.
[ 2., iron_plate; 5., battery ]
let lamp =
res "Lamp" am2 0.5
[ 1., electronic_circuit; 3., iron_stick; 1., iron_plate ]
(* Railway Network *)
let straight_rail =
res "Straight Rail" am2 0.5 ~count: 2.
[ 1., stone; 1., iron_stick; 1., steel_plate ]
let curved_rail =
res "Curved Rail" am2 0.5 ~count: 2.
[ 4., stone; 4., iron_stick; 4., steel_plate ]
(* Liquid Network *)
let pipe_to_ground =
res "Pipe To Ground" am1 0.5 ~count: 2.
[ 10., pipe; 5., iron_plate ]
let r_offshore_pump =
res "Offshore Pump" am2 0.5
[ 2., electronic_circuit; 1., pipe; 1., iron_gear_wheel ]
let storage_tank =
res "Storage Tank" am1 3.
[ 20., iron_plate; 5., steel_plate ]
let r_oil_refinery =
res "Oil Refinery" am3 20.
[ 10., pipe; 15., steel_plate; 10., stone_brick; 10., iron_gear_wheel;
10., electronic_circuit ]
let r_chemical_plant =
res "Chemical Plant" am2 10.
[ 5., steel_plate; 5., iron_gear_wheel; 5., electronic_circuit;
5., pipe ]
let r_pumpjack =
res "Pumpjack" am2 20.
[ 15., steel_plate; 10., iron_gear_wheel; 10., electronic_circuit;
10., pipe ]
let small_pump =
res "Small Pump" am2 2.
[ 1., electric_engine_unit; 1., steel_plate; 1., pipe ]
(* Rocket Compenents *)
let low_density_structure =
res "Low Density Structure" am2 30.
[ 10., steel_plate; 5., copper_plate; 5., plastic_bar ]
let rocket_control_unit =
res "Rocket Control Unit" am1 30.
[ 1., processing_unit; 1., speed_module ]
let solid_fuel_from_petroleum_gas =
res "Solid Fuel" chemical_plant 3.
[ 2., petroleum_gas ]
let solid_fuel = solid_fuel_from_petroleum_gas
let rocket_fuel =
res "Rocket Fuel" am1 30.
[ 10., solid_fuel ]
let rocket_part =
res "Rocket Part" [ maker "Rocket Silo" 1. ] 3.
[ 10., low_density_structure; 10., rocket_fuel; 10., rocket_control_unit ]
(******************************************************************************)
(* List of Resources *)
(******************************************************************************)
(* These are the resources that appear in the user interface. *)
let resources =
[
(* Resources *)
raw_wood;
coal;
iron_ore;
copper_ore;
stone;
(* raw_fish; *)
alien_artifact;
water;
crude_oil;
(* Intermediate Products *)
wood;
iron_plate;
copper_plate;
steel_plate;
stone_brick;
sulfur;
plastic_bar;
battery;
iron_stick;
iron_gear_wheel;
copper_cable;
electronic_circuit;
advanced_circuit;
processing_unit;
engine_unit;
electric_engine_unit;
flying_robot_frame;
science_pack_1;
science_pack_2;
science_pack_3;
alien_science_pack;
empty_barrel;
explosives;
(* Chemicals *)
petroleum_gas;
light_oil;
heavy_oil;
sulfuric_acid;
lubricant;
(* Player Equipment *)
(* iron_axe; *)
(* steel_axe; *)
(* Weapons *)
(* pistol; *)
(* submachine_gun; *)
(* rocket_launcher; *)
(* flamethrower; *)
land_mine;
(* shotgun; *)
(* combat_shotgun; *)
basic_grenade;
defender_capsule;
poison_capsule;
slowdown_capsule;
distractor_capsule;
destroyer_capsule;
(* basic_electric_discharge_defense_remote; *)
(* tank; *)
(* Ammo *)
regular_magazine;
piercing_rounds_magazine;
shotgun_shells;
piercing_shotgun_shells;
rocket;
explosive_rocket;
flamethrower_ammo;
cannon_shells;
explosive_cannon_shells;
(* Armor *)
(* iron_armor; *)
(* heavy_armor; *)
(* basic_modular_armor; *)
(* power_armor; *)
(* power_armor_mk2; *)
(* Modular Armor *)
(* night_vision; *)
(* battery_mk1; *)
(* battery_mk2; *)
(* energy_shield; *)
(* energy_shield_mk2; *)
(* portable_solar_panel; *)
(* portable_fusion_reactor; *)
(* personal_laser_defense; *)
(* discharge_defense; *)
(* basic_exoskeleton_equipment; *)
(* Modules *)
efficiency_module;
efficiency_module_2;
efficiency_module_3;
productivity_module;
productivity_module_2;
productivity_module_3;
speed_module;
speed_module_2;
speed_module_3;
(* Special *)
(* car; *)
(* red_wire; *)
(* green_wire; *)
logistic_robot;
construction_robot;
roboport;
(* blueprint; *)
(* deconstruction_planner; *)
solid_fuel;
(* Transport Belts *)
transport_belt;
underground_belt;
splitter;
fast_transport_belt;
fast_underground_belt;
fast_splitter;
express_transport_belt;
express_underground_belt;
express_splitter;
(* Inserters *)
burner_inserter;
inserter;
long_handed_inserter;
fast_inserter;
smart_inserter;
(* Storage *)
wooden_chest;
iron_chest;
steel_chest;
smart_chest;
active_provider_chest;
passive_provider_chest;
storage_chest;
requester_chest;
(* Defensive Structures *)
wall;
gun_turret;
laser_turret;
(* Rocket Silo *)
(* Machines & Furnaces *)
r_burner_mining_drill;
r_electric_mining_drill;
r_stone_furnace;
r_steel_furnace;
r_electric_furnace;
r_assembling_machine_1;
r_assembling_machine_2;
r_assembling_machine_3;
r_lab;
basic_beacon;
radar;
(* Electric Network *)
small_electric_pole;
medium_electric_pole;
big_electric_pole;
substation;
boiler;
steam_engine;
solar_panel;
basic_accumulator;
lamp;
(* Railway Network *)
straight_rail;
curved_rail;
(* train_stop; *)
(* rail_signal; *)
(* rail_chain_signal; *)
(* diesel_locomotive; *)
(* cargo_wagon; *)
(* Liquid Network *)
pipe;
pipe_to_ground;
r_offshore_pump;
storage_tank;
r_oil_refinery;
r_chemical_plant;
r_pumpjack;
small_pump;
(* Rocket Components *)
low_density_structure;
rocket_fuel;
rocket_part;
rocket_control_unit;
(* satellite; *)
]