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various fixes to modules
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@ -1224,7 +1224,13 @@ function Public.on_player_joined_game(event)
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local p = {x = player.position.x, y = player.position.y}
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local get_tile = surface.get_tile(p)
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if get_tile.valid and get_tile.name == 'out-of-map' 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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local pos = surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5)
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if pos then
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player.teleport(pos, surface)
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else
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pos = game.forces.player.get_spawn_position(surface)
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player.teleport(pos, surface)
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end
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end
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end
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@ -332,7 +332,13 @@ local function check_if_players_are_in_nauvis(ic)
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for _, player in pairs(game.connected_players) do
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local main_surface = game.surfaces[ic.allowed_surface]
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if player.surface.name == 'nauvis' then
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player.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
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local pos = main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5)
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if pos then
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player.teleport(pos, main_surface)
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else
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pos = game.forces.player.get_spawn_position(main_surface)
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player.teleport(pos, main_surface)
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end
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end
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end
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end
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@ -849,6 +849,10 @@ function Public.use_cargo_wagon_door_with_entity(icw, player, door)
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return
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end
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if not wagon.entity or not wagon.entity.valid then
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return
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end
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player_data.fallback_surface = wagon.entity.surface.index
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player_data.fallback_position = {wagon.entity.position.x, wagon.entity.position.y}
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@ -1128,7 +1128,7 @@ local function gui_click(event)
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}
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)
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this.locomotive_max_health = this.locomotive_max_health + 10000
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this.locomotive_max_health = this.locomotive_max_health + 20000
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--[[
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this.locomotive_max_health = this.locomotive_max_health + (this.locomotive_max_health * 0.5)
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@ -1836,7 +1836,13 @@ local function on_player_changed_surface(event)
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if not surface or not surface.valid then
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return
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end
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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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local pos = surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5)
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if pos then
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player.teleport(pos, surface)
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else
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pos = game.forces.player.get_spawn_position(surface)
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player.teleport(pos, surface)
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end
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end
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if string.sub(player.surface.name, 0, #map_name) ~= map_name then
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@ -1117,7 +1117,13 @@ local function on_player_used_capsule(event)
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end
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end
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elseif obj_name == 'warp-gate' 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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local pos = surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5)
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if pos then
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player.teleport(pos, surface)
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else
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pos = game.forces.player.get_spawn_position(surface)
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player.teleport(pos, surface)
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end
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rpg_t.mana = 0
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Public.damage_player_over_time(player, math.random(8, 16))
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player.play_sound {path = 'utility/armor_insert', volume_modifier = 1}
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@ -790,6 +790,12 @@ local function command_to_main_target(group, bypass)
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debug_print('get_main_command - got commands')
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local surface_index = WD.get('surface_index')
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if group.surface.index ~= surface_index then
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return
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end
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group.set_command(
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{
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type = defines.command.compound,
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