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Standardized the internal names of the mk01-mk04 flying robots to `py…
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…-logistic-robot-mk0X` and `py-construction-robot-mk0X`. Resolves pyanodon/pybugreports#585
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notnotmelon committed Nov 10, 2024
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2 changes: 1 addition & 1 deletion locale/en/tips.cfg
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Expand Up @@ -25,7 +25,7 @@ ocula=You’ve developed a weird, creepy, overpriced eyeball creature. [item=ocu
vatbrain=Sometimes science pushes too far. [entity=vat-brain] grants a large productivity bonus to nearby [entity=lab] at a high cost.\n\n[entity=vat-brain] works similarly to the [entity=beacon], however it must be fed constantly with cartridges such as [item=brain-cartridge-01]. A single cartridge will last for 20 seconds.\nThe effect of multiple vatbrains can stack together, granting a greater productivity bonus. Whenever the cartridge expires, you will lose the productivity bonus.\n\nEach cartridge grants a different amount of productivity to nearby labs:\n- [item=brain-cartridge-01] →25%\n- [item=brain-cartridge-02] →50%\n- [item=brain-cartridge-03] →75%\n- [item=brain-cartridge-04] →100%
symbiosis=The [item=ulric-infusion] allows you to combine the best aspects from multiple species. Inject or digest this serum to temporarily gain heightened physical abilities. This procedure will transform your character into a ulric-human hybrid for 10 minutes.\n\nIncreased attributes include:\n- Running speed +40%\n- Reach distance ×3\n- Health and regeneration ×5\n- Inventory slots +40\n- Train immunity\n- Instant mining speed\n- Powerful melee attack\n\nThe ulric transformation lasts for only 10 minutes however the [item=ulric-infusion-equipment] can autoinject fresh serum from your inventory. Place the [item=ulric-infusion-equipment] inside an armor’s equipment grid and provide power to continuously benefit from the transformation.
turd=Welcome to the technological upgrade and research device. This page contains permanent upgrades to specific machines.\nResearch the primary technology from the technology tree and the T.U.R.D. upgrade options will become available from this menu. Available upgrades include permanent module bonuses, new recipes, and recipe upgrades.\n[item=speed-module-3] Speed bonuses scale with the farm building tier. [item=productivity-module-3] Productivity bonuses apply to all recipes in a machine.
biofluid=You’ve successfully bio-engineered [entity=gobachov], [entity=huzu], and [entity=chorkok]. These three creatures are biological alternatives to the [entity=py-logistic-robot-01]. Instead of transporting items, they will instead help in your fluid logistics. They are able to transfer fluids between [entity=provider-tank] and [entity=requester-tank].\n\nA [entity=bioport] is required to store, feed, and muck out your worker creatures. Unlike the standard [entity=py-roboport-mk01] the Biopyanoport has no logistic radius. Instead, make a direct connection using [entity=vessel] and [entity=vessel-to-ground].\n\n[entity=bioport] requires a constant caloric supply in order to keep the creatures healthy and active. Each tier of worker’s food allows for a different amount of deliveries. Food is always consumed at the beginning of the delivery. [item=efficiency-module-3] can be used. Additionally, the [entity=bioport] will only spawn biofluid creatures at a maximum rate of 1 creature every 2.38 seconds. A biofluid creature will typically return to whichever bioport it came from, but there is a 10% chance for it to spread to another bioport in the same network.\n\nThe [entity=requester-tank] has several useful filter settings. First, configure the requested fluid type and amount. Secondly, configure the requester’s priority when compared to other requesters. Note that if two requesters have the same priority, the requester with the highest request size minus the currently contained fluid will be chosen first. Finally there is an optional temperature filter. The minimum amount of fluid required to be present in a provider for it to be eligible for transfer can be configured in the map settings (by default it is 10000 units), the same goes for the amount of minimum missing fluid in requesters. All requester settings are blueprintable and copypastable.\n\n[item=guano] is a useful waste product created in the [entity=bioport]. When consuming food, each creature generates a small amount of waste shown as the productivity bar. Once the waste bar is full, the bar is reset and 3 [item=guano] are generated in the output slot. Remove the waste products using an inserter or your [entity=bioport] will back-up and stop functioning.\n\nEach biofluid creature has different stats depending on its tier:\n[entity=gobachov] - Tier: MK 01, Speed: 19.4 km/h, Max delivery size: 10000, Waste per trip: 0.6\n[entity=huzu] - Tier: MK 02, Speed: 25.9 km/h, Max delivery size: 15000, Waste per trip: 0.8\n[entity=chorkok] - Tier: MK 03, Speed: 64.8 km/h, Max delivery size: 20000, Waste per trip: 1.3
biofluid=You’ve successfully bio-engineered [entity=gobachov], [entity=huzu], and [entity=chorkok]. These three creatures are biological alternatives to the [entity=py-logistic-robot-mk01]. Instead of transporting items, they will instead help in your fluid logistics. They are able to transfer fluids between [entity=provider-tank] and [entity=requester-tank].\n\nA [entity=bioport] is required to store, feed, and muck out your worker creatures. Unlike the standard [entity=py-roboport-mk01] the Biopyanoport has no logistic radius. Instead, make a direct connection using [entity=vessel] and [entity=vessel-to-ground].\n\n[entity=bioport] requires a constant caloric supply in order to keep the creatures healthy and active. Each tier of worker’s food allows for a different amount of deliveries. Food is always consumed at the beginning of the delivery. [item=efficiency-module-3] can be used. Additionally, the [entity=bioport] will only spawn biofluid creatures at a maximum rate of 1 creature every 2.38 seconds. A biofluid creature will typically return to whichever bioport it came from, but there is a 10% chance for it to spread to another bioport in the same network.\n\nThe [entity=requester-tank] has several useful filter settings. First, configure the requested fluid type and amount. Secondly, configure the requester’s priority when compared to other requesters. Note that if two requesters have the same priority, the requester with the highest request size minus the currently contained fluid will be chosen first. Finally there is an optional temperature filter. The minimum amount of fluid required to be present in a provider for it to be eligible for transfer can be configured in the map settings (by default it is 10000 units), the same goes for the amount of minimum missing fluid in requesters. All requester settings are blueprintable and copypastable.\n\n[item=guano] is a useful waste product created in the [entity=bioport]. When consuming food, each creature generates a small amount of waste shown as the productivity bar. Once the waste bar is full, the bar is reset and 3 [item=guano] are generated in the output slot. Remove the waste products using an inserter or your [entity=bioport] will back-up and stop functioning.\n\nEach biofluid creature has different stats depending on its tier:\n[entity=gobachov] - Tier: MK 01, Speed: 19.4 km/h, Max delivery size: 10000, Waste per trip: 0.6\n[entity=huzu] - Tier: MK 02, Speed: 25.9 km/h, Max delivery size: 15000, Waste per trip: 0.8\n[entity=chorkok] - Tier: MK 03, Speed: 64.8 km/h, Max delivery size: 20000, Waste per trip: 1.3

[turd]
randomize=Indecisive? Let fate decide a random option.
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