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fix: errors that arose during string refactoring
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@ -16,7 +16,7 @@ softmod_info_tips_1=Features of the game that are hard to work out alone
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softmod_info_tips_2=• The captain can steer the boat from the crow's nest by placing 100 rail signals in one of the blue boxes.\n• Resources granted to the ship appear in the captain's cabin.\n• Charging a silo drains power from everything else on its network.\n• The quantity of ore available on an island is independent of the order in which you break rocks.\n• Passive pollution ramps up over time on each island.\n• The strength of attacks is proportional to the number of remaining nests. (The time-based rate of evolution is proportional to nests too, but destroying a nest will immediately jump evolution by most of the amount it 'would have' made had it survived.)\n• Lab productivity increases with each league.\n• Logged-out players keep their items with them for a while — except 'important' items that are returned to the crew immediately.\n• item-on-ground entities on the deck are moved to the cabin when the boat moves, for performance reasons.\n• Commands: /ccolor gives you a fun color. /classinfo {classname} gives the description of the named class. To manage your class, use /take {classname} or /giveup. Captains also have /tax, /undock, /officer, /plank.
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softmod_info_updates_1=Recent changes
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softmod_info_updates_2=v1.2.4-v1.2.6\n• String-related hotfixes.\n\nv1.2.3\n• Rework of 'quest buildings' that appear on islands.\n• Fixed stutter when loading certain maps, such as swamp.\n• Various new player-friendly visual renderings.\n• Mod prepared for translation into other languages.\n• Expanded Gourmet's sense of taste.\n\nv1.2.2\n• Fixed crashes introduced in 1.2.1.\n• Kraken kill reward buffed.\n\nv1.2\n• Mod portal release.\n• Some rebalancing of Nightmare difficulty.
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softmod_info_updates_2=v1.2.4-v1.2.7\n• String-related hotfixes.\n\nv1.2.3\n• Rework of 'quest buildings' that appear on islands.\n• Fixed stutter when loading certain maps, such as swamp.\n• Various new player-friendly visual renderings.\n• Mod prepared for translation into other languages.\n• Expanded Gourmet's sense of taste.\n\nv1.2\n• Mod portal release.\n• Some rebalancing of Nightmare difficulty.
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softmod_info_credits_1=Credits
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softmod_info_credits_2=Pirate Ship designed and coded by thesixthroc. Comfy codebase and help from Gerkiz, Hanakocz and Mew @ Comfy Industries (https://getcomfy.eu). Some island structure blueprints contributed by Mattisso.\n\nthesixthroc is looking for translators and coders to help with this mod. Come chat with us: https://getcomfy.eu/discord\n\n"Those white gloves. I'll never forget them 'till the day I die." - Dr. John
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@ -243,7 +243,7 @@ roles_confirm_captain_error_2=Command error: You're not temporary, so you don't
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roles_renounce_captain=__1__ renounces their title of captain.
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roles_renounce_captain_error_1=Command error: But you're the only crew member...
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roles_pass_captainhood=__1__ has passed their title of captain to __2__.
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roles_lose_captainhood_by_afk=__1__ was removed as captain due to being afk.
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roles_lose_captainhood_by_afk=__1__ was afk.
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roles_ask_player_about_captainhood_variant_1=__1__, would you like to be captain? If yes say /ok
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roles_ask_player_about_captainhood_variant_2=__1__, captain? If yes say /ok
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roles_ask_player_about_captainhood_variant_3=__1__, is it your turn to be captain? If yes say /ok
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@ -128,7 +128,7 @@ function Public.wave_size_rng() -- random variance in attack sizes
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local wave_size_multiplier = 1
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local memory = Memory.get_crew_memory()
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local rng1 = Math.random(100)
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if rng1 <= 65 then
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if rng1 <= 68 then
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wave_size_multiplier = 0
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elseif memory.overworldx > 0 then
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local rng2 = Math.random(1000)
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@ -276,8 +276,8 @@ local function damage_to_players_changes(event)
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local damage_multiplier = 1
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if event.damage_type.name == 'poison' then --make all poison damage stronger
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damage_multiplier = damage_multiplier * 1.5
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if event.damage_type.name == 'poison' then --make all poison damage stronger against players
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damage_multiplier = damage_multiplier * 1.85
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else
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if class and class == Classes.enum.SCOUT then
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damage_multiplier = damage_multiplier * 1.25
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@ -5,7 +5,7 @@ local _inspect = require 'utils.inspect'.inspect
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local Public = {}
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Public.scenario_id_name = 'pirates'
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Public.version_string = '1.2.6' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
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Public.version_string = '1.2.7' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
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Public.blueprint_library_allowed = true
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Public.blueprint_importing_allowed = true
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@ -476,7 +476,7 @@ function Public.full_update(player)
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for i, c in ipairs(memory.spare_classes) do
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if i>1 then
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str[#str+1] = {'', 'pirates.separator_1', Classes.display_form(c)} -- we need to do nesting here, because you can't contanenate more than 20 localised strings. Watch out!
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str[#str+1] = {'', {'pirates.separator_1'}, Classes.display_form(c)} -- we need to do nesting here, because you can't contanenate more than 20 localised strings. Watch out!
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--@TODO: In fact we should nest iteratively, as this still caps out around 19 classes.
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else
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str[#str+1] = {'', Classes.display_form(c)}
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@ -564,17 +564,17 @@ function Public.click(event)
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if string.sub(eventname, 1, 13) and string.sub(eventname, 1, 13) == 'assign_class_' then
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local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
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Classes.assign_class(other_id, tonumber(string.sub(eventname, 14, -1)))
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Classes.assign_class(other_id, string.sub(eventname, 14, -1))
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return
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end
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if string.sub(eventname, 1, 17) and string.sub(eventname, 1, 17) == 'selfassign_class_' then
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Classes.assign_class(player.index, tonumber(string.sub(eventname, 18, -1)), true)
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Classes.assign_class(player.index, string.sub(eventname, 18, -1), true)
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return
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end
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if string.sub(eventname, 1, 18) and string.sub(eventname, 1, 18) == 'difficulty_option_' then
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Crew.difficulty_vote(player.index, tonumber(string.sub(eventname, 19, -1)))
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Crew.difficulty_vote(player.index, string.sub(eventname, 19, -1))
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return
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end
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@ -240,8 +240,8 @@ end
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function Public.covered_wooden_chest_loot_1()
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return {
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{name = 'iron-plate', count = 180},
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{name = 'copper-plate', count = 180}
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{name = 'iron-plate', count = 500},
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{name = 'copper-plate', count = 200}
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}
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end
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@ -285,7 +285,7 @@ end
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function Public.roboport_bots_loot()
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return {
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{name = 'logistic-robot', count = 5},
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{name = 'logistic-robot', count = 8},
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}
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-- construction robots
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end
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@ -208,7 +208,7 @@ function Public.update_character_properties(tickinterval)
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local speed_boost = Balance.base_extra_character_speed
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if memory.speed_boost_characters and memory.speed_boost_characters[player_index] then
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speed_boost = speed_boost + 0.75
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speed_boost = speed_boost + 0.85
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else
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if memory.classes_table and memory.classes_table[player_index] then
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local class = memory.classes_table[player_index]
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@ -52,7 +52,7 @@ Public.market_permanent_offers = {
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Public.market_sales = {
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{price = {{'coin', 3000}}, offer = {type = 'give-item', item = 'coal', count = 900}},
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{price = {{'coin', 3000}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine', count = 75}},
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{price = {{'coin', 3000}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine', count = 30}},
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{price = {{'coin', 3000}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine', count = 20}},
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{price = {{'coin', 3000}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell', count = 50}},
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{price = {{'coin', 3000}}, offer = {type = 'give-item', item = 'raw-fish', count = 300}},
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{price = {{'coin', 3000}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}},
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@ -129,6 +129,7 @@ function Public.create_step2_entities()
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local inv = e.get_inventory(defines.inventory.chest)
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local loot = Loot.covered_wooden_chest_loot()
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if k==1 then loot[1] = {name = 'coin', count = 2000} end
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--@TODO: log this in coin stats
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for j = 1, #loot do
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local l = loot[j]
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inv.insert(l)
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@ -145,7 +145,8 @@ local free_labyrinth_cell_raffle = {
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maze_belts_3 = 0.28,
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maze_belts_4 = 0.28,
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maze_mines = 0.1,
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maze_treasure = 0.74,
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maze_treasure = 0.92,
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-- maze_treasure = 0.74,
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}
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local function free_labyrinth_cell_type(args)
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