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@ -13,7 +13,7 @@ softmod_info_new_players_1=For New Players
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softmod_info_new_players_2=Mine coal and other resources and bring them to the ship to keep things going, or try asking the captain for more specific tasks.
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softmod_info_tips_1=Features of the game that are hard to work out alone
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softmod_info_tips_2=• Electric networks upstairs and downstairs are separate.\n• 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 coins.\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 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• /class {classname} is a command that whispers to you what a class does.
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softmod_info_tips_2=• Electric networks upstairs and downstairs are separate.\n• 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 coins.\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 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• /class {classname} is a command that whispers to you what a named class does.
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softmod_info_updates_1=Development
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softmod_info_updates_2=Recent significant changes: Fuel mechanic replaces gold. Silo death is no longer a lose condition. Game made much easier for small crews. New islands and classes. Concurrent runs re-enabled.
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@ -15,9 +15,9 @@ Public.active_crews_cap = 2
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Public.minimum_capacity_slider_value = 1
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Public.minimum_run_capacity_to_enforce_space_for = 32
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-- auto-disbanding when there are no players left in the crew:
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-- Public.autodisband_ticks = nil
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Public.autodisband_ticks = nil
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-- Public.autodisband_ticks = 30*60*60
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Public.autodisband_ticks = 30 --the reason this is low is because the comfy server runs very slowly when no-one is on it
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-- Public.autodisband_ticks = 30 --the reason this is low is because the comfy server runs very slowly when no-one is on it
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Public.boat_steps_at_a_time = 1
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@ -55,7 +55,7 @@ local function create_gui(player)
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flow2 = GuiCommon.flow_add_floating_sprite_button(flow1, 'runs_piratebutton', 70)
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flow2.caption = 'Crews'
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flow2.tooltip = 'View the ongoing runs, and make proposals.'
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flow2.tooltip = 'View the ongoing runs, and make proposals for new ones.'
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flow2.style.font = 'debug'
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flow2.style.font_color = {r=1, g=1, b=1}
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flow2.style.hovered_font_color = {r=1, g=1, b=1}
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@ -1051,9 +1051,12 @@ local function event_on_player_joined_game(event)
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)
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if ages[1] then
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Crew.join_crew(player, ages[1].id)
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end
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if ages[2] then
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Common.notify_player_expected(player, 'NOTE: There are multiple crews on this server. You have been placed in the oldest crew.')
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if ages[2] then
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Common.notify_player_expected(player, 'There are multiple crews on this server. You have been placed in the oldest.')
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end
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if global_memory.crew_memories[ages[1].id] and global_memory.crew_memories[ages[1].id].id == ages[1].id and global_memory.crew_memories[ages[1].id].capacity and global_memory.crew_memories[ages[1].id].capacity < Common.minimum_run_capacity_to_enforce_space_for then
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Common.notify_player_expected(player, 'NOTE: Your crew has a reduced capacity of ' .. global_memory.crew_memories[ages[1].id].capacity .. ' maximum players.')
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end
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end
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end
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