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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-09-16 09:06:21 +02:00

Merge pull request #64 from PacificMottledLumpsucker/master

refactor-io proposed v1.1
This commit is contained in:
MewMew
2019-10-06 16:36:51 +02:00
committed by GitHub

View File

@@ -3,30 +3,28 @@
require "modules.satellite_score"
require "modules.spawners_contain_biters"
require "modules.no_blueprint_library"
require "modules.map_info"
global.map_info = {}
global.map_info.main_caption = "Refactor-io"
global.map_info.sub_caption = ""
global.map_info.text = [[
Hello visitor.
You can not mine things.
You can not deconstruct things.
You can not destroy things,
...except the biters.
The only way to "deconstruct" is your railgun.
Additional darts may be found within biter spawners.
You cannot mine things.
You cannot deconstruct things ... the only way to "deconstruct" is your railgun.
You cannot destroy things ... except the biters ... and they have been known to hoard railgun darts.
Have fun <3
]]
local math_random = math.random
-- noobs spawn with things
local function on_player_joined_game(event)
local player = game.players[event.player_index]
local surface = game.surfaces["refactor-io"]
if player.online_time == 0 then
local non_colliding_position = surface.find_non_colliding_position("character", {0,0}, 96, 1)
player.teleport(non_colliding_position, surface)
@@ -41,7 +39,14 @@ local function on_player_joined_game(event)
end
end
local function on_marked_for_deconstruction(event)
-- players always spawn with railgun
local function on_player_respawned(event)
local player = game.players[event.player_index]
player.insert{name = 'railgun', count = 1}
end
-- decon planner doesn't work
local function on_marked_for_deconstruction(event)
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
@@ -65,8 +70,8 @@ end
local function on_entity_died(event)
if not event.entity.valid then return end
if event.entity.type == "unit-spawner" then
event.entity.surface.spill_item_stack({event.entity.position.x, event.entity.position.y + 2},{name = "railgun-dart", count = 1}, false)
if event.entity.type == "unit-spawner" or event.entity.type == "turret" then
event.entity.surface.spill_item_stack({event.entity.position.x, event.entity.position.y + 2}, {name = "railgun-dart", count = math.random(0, 2)}, false)
end
end
@@ -76,18 +81,18 @@ local function on_init()
local map_gen_settings = {}
map_gen_settings.seed = math.random(1, 999999999)
map_gen_settings.water = 1.5
map_gen_settings.water = 1.25
map_gen_settings.starting_area = 1.5
map_gen_settings.terrain_segmentation = 3
map_gen_settings.terrain_segmentation = 3.5
map_gen_settings.cliff_settings = {cliff_elevation_interval = 6, cliff_elevation_0 = 6}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = 3, size = 0.75, richness = 0.75},
["stone"] = {frequency = 3, size = 0.75, richness = 0.75},
["copper-ore"] = {frequency = 3, size = 0.75, richness = 0.75},
["iron-ore"] = {frequency = 3, size = 0.75, richness = 0.75},
["uranium-ore"] = {frequency = 3, size = 0.75, richness = 0.75},
["crude-oil"] = {frequency = 3, size = 1, richness = 1},
["trees"] = {frequency = 4, size = 1.15, richness = 1},
["copper-ore"] = {frequency = 3.5, size = 0.95, richness = 0.85},
["iron-ore"] = {frequency = 3.5, size = 0.95, richness = 0.85},
["uranium-ore"] = {frequency = 3.5, size = 0.95, richness = 0.85},
["crude-oil"] = {frequency = 3, size = 0.85, richness = 1},
["trees"] = {frequency = 3, size = 1, richness = 1},
["enemy-base"] = {frequency = 5, size = 2.0, richness = 1}
}
local surface = game.create_surface("refactor-io", map_gen_settings)