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ComfyFactorio/maps/mountain_fortress_v2/main.lua

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-- Mountain digger fortress, protect the cargo wagon! -- by MewMew
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--require "modules.flashlight_toggle_button"
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--require "modules.biter_noms_you"
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require "modules.biter_evasion_hp_increaser"
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require "modules.wave_defense.main"
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require "functions.soft_reset"
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require "functions.basic_markets"
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require "modules.biters_yield_coins"
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require "modules.biter_pets"
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require "modules.no_deconstruction_of_neutral_entities"
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require "modules.explosives"
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require "modules.rocks_broken_paint_tiles"
require "modules.rocks_heal_over_time"
require "modules.rocks_yield_ore_veins"
require "modules.spawners_contain_biters"
require "modules.map_info"
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map_info = {}
map_info.main_caption = "M O U N T A I N F O R T R E S S"
map_info.sub_caption = " ..diggy diggy choo choo.."
map_info.text = table.concat({
"The biters have catched the scent of fish in the cargo wagon.\n",
"Guide the choo into the mountain and protect it as long as possible!\n",
"This however will not be an easy task,\n",
"since their strength and resistance increases constantly over time.\n",
"\n",
"Delve deep for greater treasures, but also face increased dangers.\n",
"Mining productivity research, will overhaul your mining equipment,\n",
"reinforcing your pickaxe as well as increasing the size of your backpack.\n",
"\n",
"As you dig, you will encounter impassable dark chasms or rivers.\n",
"Some explosives may cause parts of the ceiling to crumble, filling the void, creating new ways.\n",
"All they need is a container and a well aimed shot.\n",
})
map_info.main_caption_color = {r = 150, g = 150, b = 0}
map_info.sub_caption_color = {r = 0, g = 150, b = 0}
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require "modules.rpg"
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require "maps.mountain_fortress_v2.market"
require "maps.mountain_fortress_v2.treasure"
require "maps.mountain_fortress_v2.terrain"
require "maps.mountain_fortress_v2.locomotive"
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require "maps.mountain_fortress_v2.flamethrower_nerf"
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local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['rail'] = 16, ['wood'] = 16, ['explosives'] = 32}
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local treasure_chest_messages = {
"You notice an old crate within the rubble. It's filled with treasure!",
"You find a chest underneath the broken rocks. It's filled with goodies!",
"We has found the precious!",
}
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function reset_map()
global.chunk_queue = {}
local map_gen_settings = {
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["seed"] = math.random(1, 1000000),
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--["height"] = 256,
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["width"] = 1536,
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["water"] = 0.001,
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["starting_area"] = 1,
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["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
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["default_enable_all_autoplace_controls"] = true,
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["autoplace_settings"] = {
["entity"] = {treat_missing_as_default = false},
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["tile"] = {treat_missing_as_default = true},
["decorative"] = {treat_missing_as_default = true},
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},
}
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if not global.active_surface_index then
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global.active_surface_index = game.create_surface("mountain_fortress", map_gen_settings).index
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else
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game.forces.player.set_spawn_position({-2, 16}, game.surfaces[global.active_surface_index])
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global.active_surface_index = soft_reset_map(game.surfaces[global.active_surface_index], map_gen_settings, starting_items).index
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end
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local surface = game.surfaces[global.active_surface_index]
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--surface.freeze_daytime = true
--surface.daytime = 0.5
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surface.request_to_generate_chunks({0,0}, 2)
surface.force_generate_chunk_requests()
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for x = -768 + 32, 768 - 32, 32 do
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surface.request_to_generate_chunks({x, 96}, 1)
surface.force_generate_chunk_requests()
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end
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game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = true
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game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
game.map_settings.enemy_expansion.settler_group_max_size = 8
game.map_settings.enemy_expansion.settler_group_min_size = 16
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game.map_settings.pollution.enabled = false
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game.forces.player.technologies["landfill"].enabled = false
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game.forces.player.technologies["railway"].researched = true
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game.forces.player.set_spawn_position({-2, 16}, surface)
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locomotive_spawn(surface, {x = 0, y = 16})
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reset_wave_defense()
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global.wave_defense.surface_index = global.active_surface_index
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global.wave_defense.target = global.locomotive_cargo
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global.wave_defense.side_target_search_radius = 768
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global.wave_defense.game_lost = false
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--for _, p in pairs(game.connected_players) do
-- if p.character then p.character.disable_flashlight() end
--end
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end
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local function protect_train(event)
if event.entity.force.index ~= 1 then return end --Player Force
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if event.entity == global.locomotive_cargo then
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if event.cause then
if event.cause.force.index == 2 then
return
end
end
event.entity.health = event.entity.health + event.final_damage_amount
end
end
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--[[
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local function neutral_force_player_damage_resistance(event)
if event.entity.force.index ~= 3 then return end -- Neutral Force
if event.cause then
if event.cause.valid then
if event.cause.force.index == 2 then -- Enemy Force
return
end
end
end
if event.entity.health <= event.final_damage_amount then
event.entity.die("neutral")
return
end
event.entity.health = event.entity.health + (event.final_damage_amount * 0.5)
end
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]]
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local function biters_chew_rocks_faster(event)
if event.entity.force.index ~= 3 then return end --Neutral Force
if not event.cause then return end
if not event.cause.valid then return end
if event.cause.force.index ~= 2 then return end --Enemy Force
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local bonus_damage = event.final_damage_amount * math.abs(global.wave_defense.threat) * 0.0002
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event.entity.health = event.entity.health - bonus_damage
end
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local function hidden_biter(entity)
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wave_defense_set_unit_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.33)
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if math.random(1,3) == 1 then
entity.surface.create_entity({name = wave_defense_roll_spitter_name(), position = entity.position})
else
entity.surface.create_entity({name = wave_defense_roll_biter_name(), position = entity.position})
end
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end
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local function hidden_biter_pet(event)
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if math.random(1, 2048) ~= 1 then return end
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wave_defense_set_unit_raffle(math.sqrt(event.entity.position.x ^ 2 + event.entity.position.y ^ 2) * 0.33)
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local unit
if math.random(1,3) == 1 then
unit = event.entity.surface.create_entity({name = wave_defense_roll_spitter_name(), position = event.entity.position})
else
unit = event.entity.surface.create_entity({name = wave_defense_roll_biter_name(), position = event.entity.position})
end
biter_pets_tame_unit(game.players[event.player_index], unit, true)
end
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local function hidden_treasure(event)
if math.random(1, 320) ~= 1 then return end
game.players[event.player_index].print(treasure_chest_messages[math.random(1, #treasure_chest_messages)], {r=0.98, g=0.66, b=0.22})
treasure_chest(event.entity.surface, event.entity.position)
end
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local function on_player_mined_entity(event)
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if not event.entity.valid then return end
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if event.entity.force.index == 3 then
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if event.entity.type ~= "simple-entity" then return end
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if math.random(1,32) == 1 then
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hidden_biter(event.entity)
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return
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end
hidden_biter_pet(event)
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hidden_treasure(event)
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end
end
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local function on_entity_died(event)
if not event.entity.valid then return end
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if event.entity == global.locomotive_cargo then
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game.print("The cargo was destroyed!")
global.wave_defense.game_lost = true
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global.game_reset_tick = game.tick + 900
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for _, player in pairs(game.connected_players) do
player.play_sound{path="utility/game_lost", volume_modifier=0.75}
end
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event.entity.surface.spill_item_stack(event.entity.position,{name = "raw-fish", count = 512}, false)
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--rpg_reset_all_players()
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return
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end
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if event.cause then
if event.cause.valid then
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if event.cause.force.index == 2 or event.cause.force.index == 3 then return end
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end
end
if event.entity.force.index == 3 then
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if math.random(1,8) == 1 then
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hidden_biter(event.entity)
end
end
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end
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local function on_entity_damaged(event)
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if not event.entity.valid then return end
protect_train(event)
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if not event.entity.health then return end
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biters_chew_rocks_faster(event)
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--neutral_force_player_damage_resistance(event)
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end
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local function on_research_finished(event)
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 50 -- +5 Slots / level
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local mining_speed_bonus = game.forces.player.mining_drill_productivity_bonus * 5 -- +50% speed / level
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if event.research.force.technologies["steel-axe"].researched then mining_speed_bonus = mining_speed_bonus + 0.5 end -- +50% speed for steel-axe research
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event.research.force.manual_mining_speed_modifier = mining_speed_bonus
end
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local function set_difficulty()
--20 Players for maximum difficulty
global.wave_defense.wave_interval = 3600 - #game.connected_players * 90
if global.wave_defense.wave_interval < 1800 then global.wave_defense.wave_interval = 1800 end
end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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--if player.character then player.character.disable_flashlight() end
set_difficulty()
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local surface = game.surfaces[global.active_surface_index]
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global.wave_defense.surface_index = global.active_surface_index
global.wave_defense.target = global.locomotive_cargo
global.wave_defense.side_target_search_radius = 768
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if player.online_time == 0 then
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player.teleport(surface.find_non_colliding_position("character", game.forces.player.get_spawn_position(surface), 3, 0.5), surface)
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for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
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end
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if player.surface.index ~= global.active_surface_index then
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player.character = nil
player.set_controller({type=defines.controllers.god})
player.create_character()
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player.teleport(surface.find_non_colliding_position("character", game.forces.player.get_spawn_position(surface), 3, 0.5), surface)
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for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
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end
global.player_modifiers[player.index].character_mining_speed_modifier["mountain_fortress"] = 0.5
update_player_modifiers(player)
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end
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--[[
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local function on_player_respawned(event)
local player = game.players[event.player_index]
if player.character then player.character.disable_flashlight() end
end
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]]
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local function on_init(surface)
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global.rocks_yield_ore_maximum_amount = 999
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global.rocks_yield_ore_base_amount = 50
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global.rocks_yield_ore_distance_modifier = 0.03
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global.explosion_cells_destructible_tiles = {
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["out-of-map"] = 1500,
["water"] = 1000,
["water-green"] = 1000,
["deepwater-green"] = 1000,
["deepwater"] = 1000,
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["water-shallow"] = 1000,
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}
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reset_map()
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end
local event = require 'utils.event'
event.on_init(on_init)
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event.add(defines.events.on_entity_damaged, on_entity_damaged)
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event.add(defines.events.on_entity_died, on_entity_died)
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event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
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event.add(defines.events.on_research_finished, on_research_finished)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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--event.add(defines.events.on_player_respawned, on_player_respawned)
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require "modules.rocks_yield_ore"