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mountain_fortress update
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@ -51,7 +51,7 @@ local function on_player_mined_entity(event)
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local pos = {x = entity.position.x + p.x, y = entity.position.y + p.y}
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local tile = entity.surface.get_tile(pos)
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if not tile.collides_with("player-layer") then
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if replacement_tiles[tile.name] and math_random(1,3) == 1 then
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if replacement_tiles[tile.name] and math_random(1,2) == 1 then
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insert(tiles, {name = replacement_tiles[tile.name], position = pos})
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end
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end
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@ -135,7 +135,7 @@ local function on_player_joined_game(event)
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game.map_settings.pollution.enabled = true
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game.map_settings.enemy_expansion.enabled = true
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game.map_settings.enemy_evolution.destroy_factor = 0.005
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game.map_settings.enemy_evolution.time_factor = 0.00002
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game.map_settings.enemy_evolution.time_factor = 0.000015
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game.map_settings.enemy_evolution.pollution_factor = 0.00004
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game.map_settings.enemy_expansion.max_expansion_distance = 15
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game.map_settings.enemy_expansion.settler_group_min_size = 8
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@ -306,10 +306,10 @@ local function on_chunk_charted(event)
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right_bottom = {x = position.x * 32 + 31, y = position.y * 32 + 31}
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}
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if position.y * 32 < 96 then return end
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if position.y * 32 < 64 then return end
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if math_random(1,3) ~= 1 then return end
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map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1,32), y = position.y * 32 + math_random(1,32)}, surface, math_random(8, 16), 500 * position.y)
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map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1,32), y = position.y * 32 + math_random(1,32)}, surface, math_random(10, 18), 500 * position.y)
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game.forces.player.chart(surface, area)
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end
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@ -447,9 +447,12 @@ local function on_tick(event)
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if math_random(1,8) ~= 1 then return end
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local surface = game.surfaces["mountain_fortress"]
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local target = surface.find_entities_filtered({force = "player"})
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if not target[1] then return end
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target = target[math_random(1, #target)]
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local spawners = surface.find_entities_filtered({force = "enemy", type = "unit-spawner"})
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if not spawners[1] then return end
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local target = surface.find_nearest_enemy({position = spawners[math_random(1, #spawners)].position, max_distance=1500, force="enemy"})
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if not target then return end
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surface.set_multi_command({
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command={
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@ -458,10 +461,10 @@ local function on_tick(event)
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radius=16,
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distraction=defines.distraction.by_anything
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},
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unit_count = math_random(6,10),
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unit_count = math_random(6,12),
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force = "enemy",
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unit_search_distance=1024
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})
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})
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end
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event.add(defines.events.on_tick, on_tick)
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