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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-17 20:58:13 +02:00

v1.1.2.2.0

small changes
This commit is contained in:
danielmartin0 2022-05-06 16:16:15 +01:00
parent 1e1a070993
commit 1ba20103c4
8 changed files with 63 additions and 50 deletions

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@ -15,8 +15,8 @@ softmod_info_new_players_2=Mine coal and other resources and bring them to the s
softmod_info_tips_1=Features of the game that are hard to work out alone
softmod_info_tips_2=• You 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 launches a rocket. This causes pollution and evo, but gives a reward of fuel and doubloons.\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• Covered markets give back any plates spent to unlock them.\n• Lab productivity increases with each league.\n• The player who spent the longest as captain between leagues 0 and 1000 (exclusive) is written into the highscores table.\n• Logged-out players keep their items with them for a while — except 'important' items that are returned to the crew immediately.\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 /undock, /req, /officer, /plank.
softmod_info_updates_1=Recent Changelog
softmod_info_updates_2=v1.1.2.1.3\n- Coin requisitioning replaced by a 'tax' that takes only 10% of each player's coins.\n- Scaled up coin economy; every biter kill now provides at least one coin; rocket coin rewards now default to the second reward chest.\n- Deckhand nerfed.\n\nv1.1.2.1.2\n- Biters now deal bonus damage at night (up to a maximum of 10%).\n- Uranium ammo and automation 3 now properly researchable.\n- Modular armor/equipment now slightly less rare.\n- Cannon resistance buffed\n- Small adjustments to wave spawning.
softmod_info_updates_1=Recent changes
softmod_info_updates_2=v1.1.2.2.0\n- Coin requisitioning replaced by a 'tax' that takes only 10% of each player's coins.\n- Scaled up coin economy; rocket coin rewards now default to the second reward chest.\n- Deckhand nerfed.\n\nv1.1.2.1.2\n- Biters now deal bonus damage at night (up to a maximum of 10%).\n- Uranium ammo and automation 3 now properly researchable.\n- Modular armor/equipment now slightly less rare.\n- Cannon resistance buffed\n- Small adjustments to wave spawning.
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\nContact us via Discord: 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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@ -126,23 +126,21 @@ end
function Public.wave_size_rng() -- random variance in attack sizes
local wave_size_multiplier = 1
local memory = Memory.get_crew_memory()
if memory.overworldx > 0 then
local rng1 = Math.random(100)
if rng1 <= 65 then
wave_size_multiplier = 0
local rng1 = Math.random(100)
if rng1 <= 65 then
wave_size_multiplier = 0
elseif memory.overworldx > 0 then
local rng2 = Math.random(1000)
if rng2 <= 900 then
wave_size_multiplier = 1
elseif rng2 <= 975 then
wave_size_multiplier = 1.5
elseif rng2 <= 985 then
wave_size_multiplier = 2
elseif rng2 <= 995 then
wave_size_multiplier = 2.5
else
local rng2 = Math.random(1000)
if rng2 <= 900 then
wave_size_multiplier = 1
elseif rng2 <= 975 then
wave_size_multiplier = 1.5
elseif rng2 <= 985 then
wave_size_multiplier = 2
elseif rng2 <= 995 then
wave_size_multiplier = 2.5
else
wave_size_multiplier = 3
end
wave_size_multiplier = 3
end
end

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@ -46,10 +46,10 @@ Public.crowsnest_display_form = {
-- WARNING: The dock market pulls from these values, but the Crowsnest caption pulls data from main_shop_data_1. So don't change one without the other
Public.market_offer_form = {
[enum.MORE_POWER] = {price = {{'coin', 7000}, {'coal', 1000}}, offer = {type='nothing', effect_description='Upgrade the ship\'s passive power generators.'}},
[enum.EXTRA_HOLD] = {price = {{'coin', 7000}, {'coal', 1000}}, offer = {type='nothing', effect_description='Purchase an extra hold.'}},
[enum.UNLOCK_MERCHANTS] = {price = {{'coin', 14000}, {'coal', 1500}}, offer = {type='nothing', effect_description='Unlock merchant ships on future islands.'}},
[enum.ROCKETS_FOR_SALE] = {price = {{'coin', 21000}, {'coal', 1500}}, offer = {type='nothing', effect_description='Unlock the sale of rockets at covered markets.'}},
[enum.MORE_POWER] = {price = {{'coin', 7000}, {'coal', 500}}, offer = {type='nothing', effect_description='Upgrade the ship\'s passive power generators.'}},
[enum.EXTRA_HOLD] = {price = {{'coin', 7000}, {'coal', 500}}, offer = {type='nothing', effect_description='Purchase an extra hold.'}},
[enum.UNLOCK_MERCHANTS] = {price = {{'coin', 14000}, {'coal', 1000}}, offer = {type='nothing', effect_description='Unlock merchant ships on future islands.'}},
[enum.ROCKETS_FOR_SALE] = {price = {{'coin', 21000}, {'coal', 1000}}, offer = {type='nothing', effect_description='Unlock the sale of rockets at covered markets.'}},
}
function Public.execute_upgade(upgrade_type, player)

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@ -5,8 +5,8 @@ local _inspect = require 'utils.inspect'.inspect
local Public = {}
Public.scenario_id_name = 'pirates'
Public.version_string = '1.1.2.1.4'
Public.version_float = 1.1214
Public.version_string = '1.1.2.2.0'
Public.version_float = 1.1220
Public.blueprint_library_allowed = true
Public.blueprint_importing_allowed = true

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@ -70,22 +70,22 @@ Public.main_shop_data_1 = {
[Upgrades.enum.MORE_POWER] = {
tooltip = 'Upgrade the ship\'s power.',
what_you_get_sprite_buttons = {['utility/status_working'] = false},
base_cost = {coins = 7000, fuel = 1000},
base_cost = {coins = 7000, fuel = 500},
},
[Upgrades.enum.EXTRA_HOLD] = {
tooltip = 'Upgrade the ship\'s hold.',
what_you_get_sprite_buttons = {['item/steel-chest'] = false},
base_cost = {coins = 7000, fuel = 1000},
base_cost = {coins = 7000, fuel = 500},
},
[Upgrades.enum.UNLOCK_MERCHANTS] = {
tooltip = 'Unlock merchant ships.',
what_you_get_sprite_buttons = {['entity/market'] = false},
base_cost = {coins = 14000, fuel = 1500},
base_cost = {coins = 14000, fuel = 1000},
},
[Upgrades.enum.ROCKETS_FOR_SALE] = {
tooltip = 'Unlock rockets for sale at covered-up markets.',
what_you_get_sprite_buttons = {['item/rocket-launcher'] = false},
base_cost = {coins = 21000, fuel = 1500},
base_cost = {coins = 21000, fuel = 1000},
},
}

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@ -123,7 +123,7 @@ function Public.create_dock_markets(surface, p)
e.rotatable = false
e.destructible = false
e.add_market_item{price = {{'repair-pack', 40}, {'coin', 1000}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}}
e.add_market_item{price = {{'repair-pack', 20}, {'coin', 1000}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}}
local upgrade_for_sale = Common.current_destination().static_params.upgrade_for_sale
if upgrade_for_sale then

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@ -23,6 +23,37 @@ Public.Minimarket = require 'maps.pirates.shop.dock'
function Public.print_transaction(player, offer, price)
local s1 = ' traded away '
local s2 = ''
local s3 = offer.count .. ' ' .. offer.item
if offer.item == 'coin' then s1 = ' sold ' end
for i, p in pairs(price) do
local p2 = {name = p.name, amount = p.amount}
if p2.name == 'raw-fish' then p2.name = 'fish' end
if p2.name == 'coin' then
s1 = ' bought '
p2.name = 'doubloons'
end
if i > 1 then
if i == #price then
s2 = s2 .. ' and '
else
s2 = s2 .. ', '
end
end
s2 = s2 .. p2.amount .. ' ' .. p2.name
end
if s1 == ' sold ' or s1 == ' traded away ' then
Common.notify_force_light(player.force, player.name .. s1 .. s2 .. ' for ' .. s3 .. '.')
else
Common.notify_force_light(player.force, player.name .. s1 .. s3 .. ' for ' .. s2 .. '.')
end
end
function Public.event_on_market_item_purchased(event)
local player_index, market, offer_index, trade_count = event.player_index, event.market, event.offer_index, event.count
local player = game.players[player_index]
@ -67,7 +98,7 @@ function Public.event_on_market_item_purchased(event)
if in_captains_cabin then
decay_type = 'static'
elseif offer_type == 'nothing' then
elseif offer_type == 'nothing' or dock_upgrades_market then
decay_type = 'one-off'
elseif simple_efficiency_trade_bool or special_purchase_bool then
decay_type = 'static'
@ -223,23 +254,7 @@ function Public.event_on_market_item_purchased(event)
local price_name = price[1].name
Common.notify_force_light(player.force, player.name .. ' bought extra time at sea for ' .. price[1].amount .. ' ' .. price_name .. '.')
else
if price[2] then
local price_name = price[2].name
if price_name == 'raw-fish' then price_name = 'fish' end
Common.notify_force_light(player.force, player.name .. ' traded away ' .. price[1].amount .. ' ' .. price[1].name .. ' and ' .. price_name .. ' for ' .. this_offer.offer.count .. ' ' .. this_offer.offer.item .. '.')
else
local price_name = price[1].name
if price_name == 'raw-fish' then price_name = 'fish' end
if price_name == 'coin' then
Common.notify_force_light(player.force, player.name .. ' bought ' ..this_offer.offer.count .. ' ' .. this_offer.offer.item .. ' for ' .. price[1].amount .. ' ' .. price_name .. '.')
elseif this_offer.offer.item == 'coin' then
local sold_amount = price[1].amount
if sold_amount == 1 then sold_amount = 'a' end
Common.notify_force_light(player.force, player.name .. ' sold ' .. sold_amount .. ' ' .. price_name .. ' for ' .. this_offer.offer.count .. ' ' .. this_offer.offer.item .. '.')
else
Common.notify_force_light(player.force, player.name .. ' traded away ' .. price[1].amount .. ' ' .. price_name .. ' for ' .. this_offer.offer.count .. ' ' .. this_offer.offer.item .. '.')
end
end
Public.print_transaction(player, this_offer.offer, price)
end
end
end

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@ -97,15 +97,15 @@ Public.Data.surfacename_rendering_pos = {x = -0.5, y = -15}
Public.cabin_shop_data = {
{
price = {{'coal', 25}, {'coin', 300}},
price = {{'coin', 300}, {'coal', 25}},
offer = {type='give-item', item = 'artillery-shell', count = 5},
},
{
price = {{'electronic-circuit', 30}, {'coin', 1000}},
price = {{'coin', 1000}, {'electronic-circuit', 30}},
offer = {type='give-item', item = 'rail-signal', count = 100},
},
{
price = {{'stone-brick', 30}, {'coin', 2000}},
price = {{'coin', 2000}, {'stone-brick', 30}},
offer = {type='give-item', item = 'uranium-238', count = 10},
},
{