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tweaks
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@ -150,7 +150,7 @@ end
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function Public.get_room(surface, position)
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local room_sizes = {}
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for i = 1, 11, 1 do
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for i = 1, 13, 1 do
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room_sizes[i] = i + 1
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end
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table_shuffle_table(room_sizes)
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@ -55,7 +55,7 @@ boss_message=Boss Wave __1__ - - __2__
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[dungeons]
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map_info_main_caption=D U N G E O N S
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map_info_sub_caption= ~wizards and warriors~
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map_info_text=You are in a dungeon.\nYou put your robe and wizard hat on.\nYou are still in a dungeon.\n\nExpand into the depths for greater treasures, but also face increased dangers.\nSpawners will increase in tiers, making biters more chonky.\nDungeon resource amount and loot quality will increase with depth.\n\nImpassable walls may be destroyed with explosives, making way for rails and logistics.\nTo trigger them, all that is needed is a container and a well aimed shot.\nBe careful, not to use too many at once. Chains explosions, using many chests may proof more efficient.
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map_info_text=You are in a dungeon.\nYou put your robe and wizard hat on.\nYou are still in a dungeon.\n\nExpand into the depths for greater treasures, but also face increased dangers.\nSpawners will increase in tiers, making biters more chonky.\nDungeon resource amount and loot quality will increase with depth.
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[mountain_fortress]
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map_info_main_caption=M O U N T A I N F O R T R E S S
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@ -66,7 +66,12 @@ end
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function Public.spawn_random_biter(surface, position)
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local name = BiterRaffle.roll("mixed", global.dungeons.depth * 0.001)
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local unit = surface.create_entity({name = name, position = position, force = "enemy"})
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local non_colliding_position = surface.find_non_colliding_position(name, position, 16, 1)
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if non_colliding_position then
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local unit = surface.create_entity({name = name, position = non_colliding_position, force = "enemy"})
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else
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local unit = surface.create_entity({name = name, position = position, force = "enemy"})
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end
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end
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return Public
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@ -2,7 +2,6 @@
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require "modules.mineable_wreckage_yields_scrap"
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require "modules.biters_yield_ore"
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require "modules.explosives"
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local MapInfo = require "modules.map_info"
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local Room_generator = require "functions.room_generator"
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@ -243,10 +242,6 @@ local function on_init()
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global.rocks_yield_ore_base_amount = 50
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global.rocks_yield_ore_distance_modifier = 0.001
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global.explosion_cells_destructible_tiles = {
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["out-of-map"] = 2500,
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}
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local T = MapInfo.Pop_info()
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T.localised_category = "dungeons"
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T.main_caption_color = {r = 0, g = 0, b = 0}
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