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Merge pull request #64 from PacificMottledLumpsucker/master
refactor-io proposed v1.1
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@@ -3,30 +3,28 @@
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require "modules.satellite_score"
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require "modules.satellite_score"
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require "modules.spawners_contain_biters"
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require "modules.spawners_contain_biters"
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require "modules.no_blueprint_library"
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require "modules.no_blueprint_library"
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require "modules.map_info"
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require "modules.map_info"
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global.map_info = {}
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global.map_info = {}
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global.map_info.main_caption = "Refactor-io"
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global.map_info.main_caption = "Refactor-io"
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global.map_info.sub_caption = ""
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global.map_info.sub_caption = ""
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global.map_info.text = [[
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global.map_info.text = [[
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Hello visitor.
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Hello visitor.
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You can not mine things.
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You cannot mine things.
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You can not deconstruct things.
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You cannot deconstruct things ... the only way to "deconstruct" is your railgun.
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You can not destroy things,
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You cannot destroy things ... except the biters ... and they have been known to hoard railgun darts.
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...except the biters.
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The only way to "deconstruct" is your railgun.
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Additional darts may be found within biter spawners.
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Have fun <3
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Have fun <3
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]]
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]]
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local math_random = math.random
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local math_random = math.random
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-- noobs spawn with things
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local function on_player_joined_game(event)
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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local surface = game.surfaces["refactor-io"]
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local surface = game.surfaces["refactor-io"]
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if player.online_time == 0 then
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if player.online_time == 0 then
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local non_colliding_position = surface.find_non_colliding_position("character", {0,0}, 96, 1)
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local non_colliding_position = surface.find_non_colliding_position("character", {0,0}, 96, 1)
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player.teleport(non_colliding_position, surface)
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player.teleport(non_colliding_position, surface)
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@@ -41,7 +39,14 @@ local function on_player_joined_game(event)
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end
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end
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end
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end
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local function on_marked_for_deconstruction(event)
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-- players always spawn with railgun
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local function on_player_respawned(event)
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local player = game.players[event.player_index]
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player.insert{name = 'railgun', count = 1}
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end
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-- decon planner doesn't work
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local function on_marked_for_deconstruction(event)
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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end
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@@ -65,8 +70,8 @@ end
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local function on_entity_died(event)
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local function on_entity_died(event)
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if not event.entity.valid then return end
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if not event.entity.valid then return end
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if event.entity.type == "unit-spawner" then
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if event.entity.type == "unit-spawner" or event.entity.type == "turret" then
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event.entity.surface.spill_item_stack({event.entity.position.x, event.entity.position.y + 2},{name = "railgun-dart", count = 1}, false)
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event.entity.surface.spill_item_stack({event.entity.position.x, event.entity.position.y + 2}, {name = "railgun-dart", count = math.random(0, 2)}, false)
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end
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end
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end
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end
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@@ -76,18 +81,18 @@ local function on_init()
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local map_gen_settings = {}
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local map_gen_settings = {}
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map_gen_settings.seed = math.random(1, 999999999)
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map_gen_settings.seed = math.random(1, 999999999)
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map_gen_settings.water = 1.5
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map_gen_settings.water = 1.25
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map_gen_settings.starting_area = 1.5
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map_gen_settings.starting_area = 1.5
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map_gen_settings.terrain_segmentation = 3
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map_gen_settings.terrain_segmentation = 3.5
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map_gen_settings.cliff_settings = {cliff_elevation_interval = 6, cliff_elevation_0 = 6}
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map_gen_settings.cliff_settings = {cliff_elevation_interval = 6, cliff_elevation_0 = 6}
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map_gen_settings.autoplace_controls = {
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map_gen_settings.autoplace_controls = {
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["coal"] = {frequency = 3, size = 0.75, richness = 0.75},
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["coal"] = {frequency = 3, size = 0.75, richness = 0.75},
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["stone"] = {frequency = 3, size = 0.75, richness = 0.75},
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["stone"] = {frequency = 3, size = 0.75, richness = 0.75},
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["copper-ore"] = {frequency = 3, size = 0.75, richness = 0.75},
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["copper-ore"] = {frequency = 3.5, size = 0.95, richness = 0.85},
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["iron-ore"] = {frequency = 3, size = 0.75, richness = 0.75},
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["iron-ore"] = {frequency = 3.5, size = 0.95, richness = 0.85},
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["uranium-ore"] = {frequency = 3, size = 0.75, richness = 0.75},
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["uranium-ore"] = {frequency = 3.5, size = 0.95, richness = 0.85},
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["crude-oil"] = {frequency = 3, size = 1, richness = 1},
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["crude-oil"] = {frequency = 3, size = 0.85, richness = 1},
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["trees"] = {frequency = 4, size = 1.15, richness = 1},
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["trees"] = {frequency = 3, size = 1, richness = 1},
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["enemy-base"] = {frequency = 5, size = 2.0, richness = 1}
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["enemy-base"] = {frequency = 5, size = 2.0, richness = 1}
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}
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}
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local surface = game.create_surface("refactor-io", map_gen_settings)
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local surface = game.create_surface("refactor-io", map_gen_settings)
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