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recipes.ml
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recipes.ml
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(******************************************************************************)
(* 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 *)
(* Lava84flow: miners now have a just mining speed function instead
of needing mining power as well so this might break everything *)
let burner_mining_drill = maker "Burner Mining Drill" 0.25
let electric_mining_drill = maker "Electric Mining Drill" 0.5
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.
let centrifuge = maker "Centrifuge" 1.
let pumpjack = maker "Pumpjack" 1.
let rocket_silo = maker "Rocket Silo" 0.001
(* 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 wood =
res "Wood" [] 1. ~style: Global
[]
(* Lava84flow: the mining thing also means that ore hardness is no
longer a thing, so more things to break here *)
(* Lava84flow: Someone double check the craft times for raws *)
let coal =
res "Coal" drill 1. ~style: Global ~allow_productivity: true
[]
let iron_ore =
res "Iron Ore" drill 1. ~allow_productivity: true
[]
let copper_ore =
res "Copper Ore" drill 1. ~allow_productivity: true
[]
let stone =
res "Stone" drill 1. ~allow_productivity: true
[]
let water =
res "Water" [ maker "Offshore Pump" 1. ] 1. ~count: 1200. ~style: Global
[]
let crude_oil =
res "Crude Oil" [ pumpjack ] 1. ~count: 10. ~allow_productivity: true
[]
let uranium_ore =
res "Uranium Ore" drill 2. ~allow_productivity: true
[]
(* TODO: This process also produces 0.993 Uranium 238 *)
let uranium_235 =
res "Uranium-235" [ centrifuge ] 12. ~count: 0.007 ~allow_productivity: true
[ 10., uranium_ore ]
(* Intermediate Products *)
(* Lava84flow: wood and raw wood have been merged*)
(* let wood =
res "Wood" am1 0.5 ~count: 2. ~allow_productivity: true
[ 1., raw_wood ] *)
let iron_plate =
res "Iron Plate" furnace 3.2 ~style: Global ~allow_productivity: true
[ 1., iron_ore ]
let copper_plate =
res "Copper Plate" furnace 3.2 ~style: Global ~allow_productivity: true
[ 1., copper_ore ]
let steel_plate =
res "Steel Plate" furnace 16. ~allow_productivity: true
[ 5., iron_plate ]
let stone_brick =
res "Stone Brick" furnace 3.2 ~allow_productivity: true
[ 2., stone ]
let petroleum_gas_basic =
res "Petroleum Gas" [ maker "Basic Oil Processing" 1. ] 5.
~count: 40. ~style: Global ~allow_productivity: true
[ 100., crude_oil ]
let petroleum_gas_advanced =
res "Petroleum Gas" [ maker "Advanced Oil Processing" 1. ] 5.
~count: 55. ~style: Global ~allow_productivity: true
[ 100., crude_oil; 50., 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: 90. ~style: Global ~allow_productivity: true
[ 100., crude_oil; 110., water ]
let petroleum_gas = petroleum_gas_basic
let sulfur =
res "Sulfur" chemical_plant 1. ~count: 2. ~allow_productivity: true
[ 30., water; 30., petroleum_gas ]
let sulfuric_acid =
res "Sulfuric Acid" chemical_plant 1. ~count: 50. ~allow_productivity: true
[ 1., iron_plate; 5., sulfur; 100., water ]
let plastic_bar =
res "Plastic Bar" chemical_plant 1. ~count: 2. ~allow_productivity: true
[ 1., coal; 20., petroleum_gas ]
let battery =
res "Battery" chemical_plant 5. ~allow_productivity: true
[ 1., iron_plate; 1., copper_plate; 20., sulfuric_acid ]
let iron_stick =
res "Iron Stick" am1 0.5 ~count: 2. ~allow_productivity: true
[ 1., iron_plate ]
let iron_gear_wheel =
res "Iron Gear Wheel" am1 0.5 ~allow_productivity: true
[ 2., iron_plate ]
let copper_cable =
res "Copper Cable" am1 0.5 ~count: 2. ~allow_productivity: true
[ 1., copper_plate ]
let electronic_circuit =
res "Electronic Circuit" am1 0.5 ~allow_productivity: true
[ 1., iron_plate; 3., copper_cable ]
let advanced_circuit =
res "Advanced Circuit" am1 6. ~allow_productivity: true
[ 2., electronic_circuit; 2., plastic_bar; 4., copper_cable ]
let processing_unit =
res "Processing Unit" am2 10. ~allow_productivity: true
[ 20., electronic_circuit; 2., advanced_circuit; 5., sulfuric_acid ]
let pipe =
res "Pipe" am1 0.5
[ 1., iron_plate ]
let engine_unit =
res "Engine Unit" am1 10. ~allow_productivity: true
[ 1., steel_plate; 1., iron_gear_wheel; 2., pipe ]
let heavy_oil =
res "Heavy Oil" [ maker "Basic Oil Processing" 1. ] 5.
~count: 3. ~allow_productivity: true
[ 10., crude_oil ]
let light_oil =
res "Light Oil" [ maker "Basic Oil Processing" 1. ] 5.
~count: 3. ~allow_productivity: true
[ 10., crude_oil ]
let lubricant =
res "Lubricant" chemical_plant 1. ~count: 10. ~allow_productivity: true
[ 10., heavy_oil ]
let electric_engine_unit =
res "Electric Engine Unit" am2 10. ~allow_productivity: true
[ 1., engine_unit; 2., electronic_circuit; 15., lubricant ]
let flying_robot_frame =
res "Flying Robot Frame" am1 20. ~allow_productivity: true
[ 1., electric_engine_unit; 2., battery; 1., steel_plate;
3., electronic_circuit ]
let transport_belt =
res "Transport Belt" am1 0.5 ~count: 2.
[ 1., iron_plate; 1., iron_gear_wheel ]
let inserter =
res "Inserter" am1 0.5
[ 1., iron_plate; 1., iron_gear_wheel; 1., electronic_circuit ]
let fast_inserter =
res "Fast Inserter" am1 0.5
[ 1., inserter; 2., iron_plate; 2., electronic_circuit ]
let filter_inserter =
res "Filter Inserter" am1 0.5
[ 1., fast_inserter; 4., electronic_circuit ]
let empty_barrel =
res "Empty Barrel" am1 1. ~allow_productivity: true
[ 1., steel_plate ]
let explosives =
res "Explosives" chemical_plant 5. ~count: 2. ~allow_productivity: true
[ 1., sulfur; 1., coal; 10., water ]
(* Weapons *)
let land_mine =
res "Land Mine" am1 5. ~count: 4.
[ 1., steel_plate; 2., explosives ]
let grenade =
res "Grenade" am1 8.
[ 10., coal; 5., iron_plate ]
let cluster_grenade =
res "Cluster Grenade" am1 8.
[ 7., grenade; 5., explosives; 5., steel_plate ]
let poison_capsule =
res "Poison Capsule" am1 8.
[ 3., steel_plate; 3., electronic_circuit; 10., coal ]
let slowdown_capsule =
res "Slowdown Capsule" am1 8.
[ 2., steel_plate; 2., electronic_circuit; 5., coal ]
let atomic_bomb =
res "Atomic Bomb" am1 50.
[ 10., explosives; 20., processing_unit; 30., uranium_235 ]
let speed_module =
res "Speed Module" am1 15.
[ 5., advanced_circuit; 5., electronic_circuit ]
(* Ammo *)
let firearm_magazine =
res "Firearm Magazine" am1 1.
[ 4., iron_plate ]
let piercing_rounds_magazine =
res "Piercing Rounds Magazine" am1 3.
[ 1., firearm_magazine; 1., steel_plate; 5., copper_plate ]
let defender_capsule =
res "Defender Capsule" am1 8.
[ 3., iron_gear_wheel; 1., flying_robot_frame;
1., piercing_rounds_magazine ]
let distractor_capsule =
res "Distractor Capsule" am1 15.
[ 3., advanced_circuit; 4., defender_capsule ]
let destroyer_capsule =
res "Destroyer Capsule" am1 15.
[ 1., speed_module; 4., distractor_capsule ]
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., shotgun_shells; 5., copper_plate; 2., steel_plate ]
let rocket =
res "Rocket" am1 8.
[ 1., electronic_circuit; 1., explosives; 2., iron_plate ]
let explosive_rocket =
res "Explosive Rocket" am1 8.
[ 1., rocket; 2., explosives ]
let flamethrower_ammo =
res "Flamethrower Ammo" chemical_plant 6.
[ 5., steel_plate; 100., crude_oil ]
let cannon_shell =
res "Cannon Shell" am1 8.
[ 2., steel_plate; 2., plastic_bar; 1., explosives ]
let explosive_cannon_shell =
res "Explosive Cannon Shell" am1 8.
[ 2., steel_plate; 2., plastic_bar; 2., explosives ]
(* Modules *)
let efficiency_module =
res "Efficiency Module" am1 15.
[ 5., advanced_circuit; 5., electronic_circuit ]
let efficiency_module_2 =
res "Efficiency Module 2" am1 30.
[ 5., advanced_circuit; 5., processing_unit; 4., efficiency_module ]
let efficiency_module_3 =
res "Efficiency Module 3" am1 60.
[ 5., advanced_circuit; 5., processing_unit; 5., efficiency_module_2 ]
let productivity_module =
res "Productivity Module" am1 15.
[ 5., advanced_circuit; 5., electronic_circuit ]
let productivity_module_2 =
res "Productivity Module 2" am1 30.
[ 5., advanced_circuit; 5., processing_unit; 4., productivity_module ]
let productivity_module_3 =
res "Productivity Module 3" am1 60.
[ 5., advanced_circuit; 5., processing_unit; 5., productivity_module_2 ]
let speed_module_2 =
res "Speed Module 2" am1 30.
[ 5., advanced_circuit; 5., processing_unit; 4., speed_module ]
let speed_module_3 =
res "Speed Module 3" am1 60.
[ 5., advanced_circuit; 5., processing_unit; 5., speed_module_2 ]
(* Special *)
let car =
res "Car" am1 2.
[ 8., engine_unit; 20., iron_plate; 5., steel_plate ]
let tank =
res "Tank" am1 5.
[ 32., engine_unit; 50., steel_plate; 15., iron_gear_wheel;
10., advanced_circuit ]
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" am1 5.
[ 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" am1 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 2. ~count: 2.
[ 40., iron_gear_wheel; 2., underground_belt ]
let fast_splitter =
res "Fast Splitter" am1 2.
[ 1., splitter; 10., iron_gear_wheel; 10., electronic_circuit ]
let express_transport_belt =
res "Express Transport Belt" am2 0.5
[ 1., fast_transport_belt; 10., iron_gear_wheel; 20., lubricant ]
let express_underground_belt =
res "Express Underground Belt" am2 2. ~count: 2.
[ 80., iron_gear_wheel; 2., fast_underground_belt; 40., lubricant ]
let express_splitter =
res "Express Splitter" am2 2.
[ 1., fast_splitter; 10., iron_gear_wheel; 10., advanced_circuit;
80., 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" am1 0.5
[ 1., inserter; 1., iron_plate; 1., iron_gear_wheel ]
let stack_inserter =
res "Stack Inserter" am1 0.5
[ 15., iron_gear_wheel; 15., electronic_circuit; 1., advanced_circuit; 1., fast_inserter ]
let stack_filter_inserter =
res "Stack Filter Inserter" am1 0.5
[ 1., stack_inserter; 5., electronic_circuit ]
(* 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., steel_plate ]
let active_provider_chest =
res "Active Provider Chest" am1 0.5
[ 1., steel_chest; 3., electronic_circuit; 1., advanced_circuit ]
let passive_provider_chest =
res "Passive Provider Chest" am1 0.5
[ 1., steel_chest; 3., electronic_circuit; 1., advanced_circuit ]
let storage_chest =
res "Storage Chest" am1 0.5
[ 1., steel_chest; 3., electronic_circuit; 1., advanced_circuit ]
let requester_chest =
res "Requester Chest" am1 0.5
[ 1., steel_chest; 3., electronic_circuit; 1., advanced_circuit ]
(* Defensive Structures *)
let wall =
res "Wall" am1 0.5
[ 5., stone_brick ]
let gate =
res "Gate" am1 0.5
[ 2., electronic_circuit; 2., steel_plate; 1., wall ]
let gun_turret =
res "Gun Turret" am1 8.
[ 20., iron_plate; 10., copper_plate; 10., iron_gear_wheel ]
let flamethrower_turret =
res "Flamethrower Turret" am1 20.
[ 30., steel_plate; 15., iron_gear_wheel; 10., pipe; 5., engine_unit ]
let laser_turret =
res "Laser Turret" am1 20.
[ 20., steel_plate; 20., electronic_circuit; 12., battery ]
(* Miscellaneous *)
let concrete =
res "Concrete" am2 10. ~count: 10.
[ 5., stone_brick; 1., iron_ore; 100., water ]
(* 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" am1 2.
[ 1., r_stone_furnace; 3., iron_plate; 3., iron_gear_wheel ]
let r_electric_mining_drill =
res "Electric Mining Drill" am1 2.
[ 10., iron_plate; 5., iron_gear_wheel; 3., electronic_circuit ]
let r_steel_furnace =
res "Steel Furnace" am1 3.
[ 6., steel_plate; 10., stone_brick ]
let r_electric_furnace =
res "Electric Furnace" am1 5.
[ 10., 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; 2., steel_plate;
1., r_assembling_machine_1 ]
let r_assembling_machine_3 =
res assembling_machine_3.name am1 0.5
[ 2., r_assembling_machine_2; 4., speed_module ]
let r_lab =
res "Lab" am1 2.
[ 4., transport_belt; 10., iron_gear_wheel; 10., electronic_circuit ]
let r_centrifuge =
res "Centrifuge" am1 4.
[ 100., concrete; 50.,steel_plate; 100., advanced_circuit;
100., iron_gear_wheel]
let r_rocket_silo =
res rocket_silo.name am1 30.
[ 1000., concrete; 200., electric_engine_unit; 100., pipe;
200., processing_unit; 1000., steel_plate ]
let beacon =
res "Beacon" am1 15.
[ 20., electronic_circuit; 20., advanced_circuit; 10., steel_plate;
10., copper_cable ]
let radar =
res "Radar" am1 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 ~count: 2.
[ 1., wood; 2., copper_cable ]
let medium_electric_pole =
res "Medium Electric Pole" am1 0.5
[ 2., steel_plate; 2., copper_plate; 4., iron_stick ]
let big_electric_pole =
res "Big Electric Pole" am1 0.5
[ 5., steel_plate; 5., copper_plate; 8., iron_stick ]
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; 4., pipe ]
let steam_engine =
res "Steam Engine" am1 0.5
[ 8., iron_gear_wheel; 5., pipe; 10., iron_plate ]
let solar_panel =
res "Solar Panel" am1 10.
[ 5., steel_plate; 15., electronic_circuit; 5., copper_plate ]
let accumulator =
res "Accumulator" am1 10.
[ 2., iron_plate; 5., battery ]
let lamp =
res "Lamp" am1 0.5
[ 1., electronic_circuit; 3., iron_stick; 1., iron_plate ]
(* Railway Network *)
let straight_rail =
res "Straight Rail" am1 0.5 ~count: 2.
[ 1., stone; 1., iron_stick; 1., 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" am1 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" am1 8.
[ 10., pipe; 15., steel_plate; 10., stone_brick; 10., iron_gear_wheel;
10., electronic_circuit ]
let r_chemical_plant =
res "Chemical Plant" am1 5.
[ 5., steel_plate; 5., iron_gear_wheel; 5., electronic_circuit;
5., pipe ]
let r_pumpjack =
res "Pumpjack" am1 5.
[ 5., steel_plate; 10., iron_gear_wheel; 5., electronic_circuit;
10., pipe ]
let pump =
res "Pump" am1 2.
[ 1., engine_unit; 1., steel_plate; 1., pipe ]
(* Rocket Compenents *)
let low_density_structure =
res "Low Density Structure" am1 20. ~allow_productivity: true
[ 2., steel_plate; 20., copper_plate; 5., plastic_bar ]
let rocket_control_unit =
res "Rocket Control Unit" am1 30. ~allow_productivity: true
[ 1., processing_unit; 1., speed_module ]
let solid_fuel_from_heavy_oil =
res "Solid Fuel" chemical_plant 3. ~allow_productivity: true
[ 20., heavy_oil ]
let solid_fuel_from_light_oil =
res "Solid Fuel" chemical_plant 3. ~allow_productivity: true
[ 10., light_oil ]
let solid_fuel_from_petroleum_gas =
res "Solid Fuel" chemical_plant 3. ~allow_productivity: true
[ 20., petroleum_gas ]
let solid_fuel = solid_fuel_from_petroleum_gas
let rocket_fuel =
res "Rocket Fuel" am1 30. ~allow_productivity: true
[ 10., solid_fuel; 10., light_oil ]
let rocket_part =
res "Rocket Part" [ maker "Rocket Silo" 1. ] 3. ~allow_productivity: true
[ 10., low_density_structure; 10., rocket_fuel; 10., rocket_control_unit ]
let satellite =
res "Satellite" am1 5.
[ 100., low_density_structure; 100., solar_panel; 100., accumulator;
5., radar; 100., processing_unit; 50., rocket_fuel ]
(* new in 0.15 *)
let nuclear_reactor =
res "Nuclear reactor" am1 8.
[ 500., concrete; 500., steel_plate; 500., advanced_circuit; 500., copper_plate ]
let heat_pipe =
res "Heat pipe" am1 1.
[ 10., steel_plate; 20., copper_plate ]
let heat_exchanger =
res "Heat exchanger" am1 3.
[ 10., steel_plate; 100., copper_plate; 10., pipe ]
let steam_turbine =
res "Steam turbine" am1 3.
[ 50., iron_gear_wheel; 50., copper_plate; 20., pipe ]
let fluid_wagon =
res "Fluid wagon" am1 1.5
[ 10., iron_gear_wheel; 16., steel_plate; 8., pipe; 3., storage_tank]
(* Science packs *)
let automation_science_pack =
res "Automation Science Pack" am1 5. ~allow_productivity: true
[ 1., copper_plate; 1., iron_gear_wheel; ]
let logistic_science_pack =
res "Logistic Science Pack" am1 6. ~allow_productivity: true
[ 1., inserter; 1., transport_belt; ]
(* Lava84flow: solid fuel for this one might need some fixing*)
let chemical_science_pack =
res "Chemical Science Pack" am1 24. ~count: 2. ~allow_productivity: true
[ 3., advanced_circuit; 2., engine_unit; 1., sulfur; ]
let military_science_pack =
res "Military Science Pack" am1 10. ~count: 2. ~allow_productivity: true
[ 1., grenade; 1., piercing_rounds_magazine; 2., wall; ]
let production_science_pack =
res "Production Science Pack" am1 21. ~count: 3. ~allow_productivity: true
[ 1., r_electric_furnace; 1., productivity_module; 30., straight_rail; ]
let utility_science_pack =
res "Utility Science Pack" am1 21. ~count: 3. ~allow_productivity: true
[ 1., flying_robot_frame; 3., low_density_structure; 2., processing_unit; ]
let space_science_pack =
(* TODO: we could replace the 1. by the time it takes to launch a rocket. *)
res "Space Science Pack" [ rocket_silo ] 1. ~count: 1000.
[ 100., rocket_part; 1., satellite ]
(* Armor *)
(* iron_armor; *)
(* heavy_armor; *)
let basic_modular_armor =
res "Modular armor" am1 15.
[ 30., advanced_circuit; 50., steel_plate ]
let power_armor =
res "Power armor" am1 20.
[ 40., processing_unit; 20., electric_engine_unit; 40., steel_plate ]
let power_armor_mk2 =
res "Power armor MK2" am1 25.
[ 25., efficiency_module_2; 25., speed_module_2; 60., processing_unit; 40., electric_engine_unit; 30., low_density_structure ]
(* Modular Armor *)
(* night_vision; *)
let personal_battery =
res "Personal battery" am1 10.
[ 5., battery; 10., steel_plate ]
let personal_battery_mk2 =
res "Personal battery MK2" am1 10.
[ 10., personal_battery; 15., processing_unit; 5., low_density_structure ]
let energy_shield =
res "Energy shield" am1 10.
[ 5., advanced_circuit; 10., steel_plate ]
let energy_shield_mk2 =
res "Energy Shield MK2" am1 10.
[ 10., energy_shield; 10., processing_unit; 5., low_density_structure ]
let portable_solar_panel =
res "Portable solar panel" am2 10.
[ 1., solar_panel; 2., advanced_circuit; 5., steel_plate ]
let portable_fusion_reactor =
res "Portable fusion reactor" am1 10.
[ 250., processing_unit; 50., low_density_structure ]
let personal_laser_defense =
res "Personal laser defense" am1 10.
[ 20., processing_unit; 5., low_density_structure; 5., laser_turret ]
let discharge_defense =
res "Discharge defense" am1 10.
[ 5., processing_unit; 20., steel_plate; 10., laser_turret ]
let basic_exoskeleton_equipment =
res "Exoskeleton" am1 10.
[ 10., processing_unit; 30., electric_engine_unit; 20., steel_plate ]
(* artillery shell *)
let artillery_shell =
res "Artillery Shell" am1 15.
[ 4., explosive_cannon_shell; 8., explosives; 1., radar ]
(******************************************************************************)
(* List of Resources *)
(******************************************************************************)
(* These are the resources that appear in the user interface. *)
let resources =
[
"Resources",
[
wood;
coal;
iron_ore;
copper_ore;
stone;
(* raw_fish; *)
water;
crude_oil;
uranium_ore;
];
"Intermediate Products",
[
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;
empty_barrel;
explosives;
uranium_235;
petroleum_gas;
light_oil;
heavy_oil;
sulfuric_acid;
lubricant;
];
"Science Packs",
[
automation_science_pack;
logistic_science_pack;
chemical_science_pack;
military_science_pack;
production_science_pack;
utility_science_pack;
space_science_pack;
];
"Player Equipment",
[
(* iron_axe; *)
(* steel_axe; *)
(* Weapons *)
(* pistol; *)
(* submachine_gun; *)
(* rocket_launcher; *)
(* flamethrower; *)
land_mine;
(* shotgun; *)
(* combat_shotgun; *)
grenade;
cluster_grenade;
defender_capsule;
poison_capsule;
slowdown_capsule;
distractor_capsule;
destroyer_capsule;
(* basic_electric_discharge_defense_remote; *)
atomic_bomb;
(* Ammo *)
firearm_magazine;
piercing_rounds_magazine;
shotgun_shells;
piercing_shotgun_shells;
rocket;
explosive_rocket;
flamethrower_ammo;
cannon_shell;
explosive_cannon_shell;
artillery_shell;
(* Armor *)
(* iron_armor; *)
(* heavy_armor; *)
basic_modular_armor;
power_armor;
power_armor_mk2;
(* Modular Armor *)
(* night_vision; *)
personal_battery;
personal_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;
];
"Logistics",
[
transport_belt;
underground_belt;
splitter;
fast_transport_belt;
fast_underground_belt;
fast_splitter;
express_transport_belt;
express_underground_belt;
express_splitter;
burner_inserter;
inserter;
long_handed_inserter;
fast_inserter;
filter_inserter;
stack_inserter;
stack_filter_inserter;
wooden_chest;
iron_chest;
steel_chest;
active_provider_chest;
passive_provider_chest;
storage_chest;
requester_chest;
straight_rail;
fluid_wagon;
(* train_stop; *)
(* rail_signal; *)
(* rail_chain_signal; *)
(* diesel_locomotive; *)
(* cargo_wagon; *)
(* Liquid Network *)
pipe;
pipe_to_ground;
storage_tank;
];
"Machines & Furnaces & Pumps",
[
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;
r_centrifuge;
r_rocket_silo;
r_oil_refinery;
r_chemical_plant;
r_pumpjack;
r_offshore_pump;
pump;
];
"Electric Network",
[
small_electric_pole;
medium_electric_pole;
big_electric_pole;
substation;
boiler;
steam_engine;
solar_panel;
accumulator;
lamp;
nuclear_reactor;
heat_pipe;
heat_exchanger;
steam_turbine;
];
"Miscellaneous",
[
concrete;
solid_fuel;
car;
tank;
(* red_wire; *)
(* green_wire; *)
logistic_robot;
construction_robot;
roboport;
(* blueprint; *)
(* deconstruction_planner; *)
wall;
gate;
gun_turret;
flamethrower_turret;
laser_turret;
(* Rocket Silo *)
beacon;
radar;
];
"Rocket Components",
[
low_density_structure;
rocket_fuel;
rocket_part;
rocket_control_unit;
satellite;
];
]