1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-11 13:39:14 +02:00

small fixes

This commit is contained in:
danielmartin0 2022-05-30 10:07:49 +01:00
parent 34d6911a33
commit 0d0646011e
4 changed files with 6 additions and 6 deletions

View File

@ -16,7 +16,7 @@ softmod_info_tips_1=Features of the game that are hard to work out alone
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.
softmod_info_updates_1=Recent changes
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.
softmod_info_updates_2=v1.2.8\n• Poison damage against players buffed\n• Maze treasure buffed\n• Biter waves slightly more concentrated into groups\n\nv1.2.4-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.
softmod_info_credits_1=Credits
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

View File

@ -5,7 +5,7 @@ local _inspect = require 'utils.inspect'.inspect
local Public = {}
Public.scenario_id_name = 'pirates'
Public.version_string = '1.2.7' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
Public.version_string = '1.2.8' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
Public.blueprint_library_allowed = true
Public.blueprint_importing_allowed = true

View File

@ -224,7 +224,7 @@ function Public.full_update(player)
if flow2.selected_tab_index == 1 then
flow2.style.height = 400
elseif flow2.selected_tab_index == 2 then
flow2.style.height = 460
flow2.style.height = 520
elseif flow2.selected_tab_index == 3 then
flow2.style.height = 620
elseif flow2.selected_tab_index == 4 then

View File

@ -231,7 +231,7 @@ function Public.covered_wooden_chest_loot()
local num = 2
local loot = Public.chest_loot(num,
Math.max(0,Math.min(1, Math.sloped(Common.difficulty_scale(),1/2) * (15/100 + Common.game_completion_progress()) )) --enforce 0 to 1
Math.max(0,Math.min(1, Math.sloped(Common.difficulty_scale(),1/2) * (18/100 + Common.game_completion_progress()) )) --enforce 0 to 1
) --reward higher difficulties with better loot
return loot
@ -240,7 +240,7 @@ end
function Public.covered_wooden_chest_loot_1()
return {
{name = 'iron-plate', count = 500},
{name = 'iron-plate', count = 650},
{name = 'copper-plate', count = 200}
}
end
@ -248,7 +248,7 @@ end
function Public.covered_wooden_chest_loot_2()
return Common.raffle_from_processed_loot_data(Common.processed_loot_data(Public.chest_loot_data_raw), 2,
Math.max(0,Math.min(1, Math.sloped(Common.difficulty_scale(),1/2) * (12/100 + Common.game_completion_progress()))))
Math.max(0,Math.min(1, Math.sloped(Common.difficulty_scale(),1/2) * (10/100 + Common.game_completion_progress()))))
end
function Public.stone_furnace_loot()