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https://github.com/ComfyFactory/ComfyFactorio.git
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some tweaks
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@ -144,6 +144,7 @@ end
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room.tree_ring = function(surface, cell_left_top, direction)
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room.tree_ring = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "grass-2", surface, grid_size * 0.35)
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map_functions.draw_noise_entity_ring(surface, {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, tree, "neutral", grid_size * 0.25, grid_size * 0.33)
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map_functions.draw_noise_entity_ring(surface, {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, tree, "neutral", grid_size * 0.25, grid_size * 0.33)
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surface.spill_item_stack({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, get_loot_item_stack(), true, nil, true)
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surface.spill_item_stack({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, get_loot_item_stack(), true, nil, true)
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room.spitters(surface, cell_left_top, direction)
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room.spitters(surface, cell_left_top, direction)
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@ -164,6 +165,7 @@ end
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room.loot_crate = function(surface, cell_left_top, direction)
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room.loot_crate = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "stone-path", surface, grid_size * 0.2)
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local chest = surface.create_entity({name = "wooden-chest", position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, force = "neutral"})
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local chest = surface.create_entity({name = "wooden-chest", position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, force = "neutral"})
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chest.destructible = false
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chest.destructible = false
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chest.insert(get_loot_item_stack())
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chest.insert(get_loot_item_stack())
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@ -43,6 +43,7 @@ room.circle_pond_with_trees = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local center_pos = {x = left_top.x + grid_size, y = left_top.y + grid_size}
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local center_pos = {x = left_top.x + grid_size, y = left_top.y + grid_size}
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, "grass-2", surface, grid_size * 0.75)
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, "water", surface, grid_size * 0.5)
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, "water", surface, grid_size * 0.5)
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for x = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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for x = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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@ -78,11 +79,11 @@ room.checkerboard_ore = function(surface, cell_left_top, direction)
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end
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end
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end
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end
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for x = 1, grid_size * 2 - 2, 1 do
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for x = 1, grid_size * 2 - 1, 1 do
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for y = 1, grid_size * 2 - 2, 1 do
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for y = 1, grid_size * 2 - 1, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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local pos = {left_top.x + x, left_top.y + y}
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if x <= 3 or x >= grid_size * 2 - 3 or y <= 3 or y >= grid_size * 2 - 3 then
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if x <= 3 or x >= grid_size * 2 - 3 or y <= 3 or y >= grid_size * 2 - 3 then
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if math.random(1,2) == 1 then surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = "neutral"}) end
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if math.random(1,3) ~= 1 then surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = "neutral"}) end
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end
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end
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end
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end
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end
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end
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@ -34,7 +34,8 @@ local visited_tile_translation = {
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--["dirt-7"] = "grass-2",
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--["dirt-7"] = "grass-2",
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["dirt-3"] = "dirt-7",
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["dirt-3"] = "dirt-7",
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["dirt-5"] = "dirt-7",
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["dirt-5"] = "dirt-7",
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["grass-2"] = "grass-1"
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["stone-path"] = "concrete",
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--["grass-2"] = "grass-1"
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}
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}
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local function draw_depth_gui()
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local function draw_depth_gui()
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@ -328,10 +329,7 @@ end
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local function on_player_joined_game(event)
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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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local player = game.players[event.player_index]
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if player.online_time == 0 then
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if player.online_time == 0 then
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player.insert{name = 'iron-plate', count = 32}
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player.insert{name = 'pistol', count = 1}
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player.insert{name = 'iron-gear-wheel', count = 16}
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player.insert{name = 'submachine-gun', count = 1}
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player.insert{name = 'uranium-rounds-magazine', count = 128}
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player.insert{name = 'firearm-magazine', count = 64}
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player.insert{name = 'firearm-magazine', count = 64}
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end
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end
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end
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end
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