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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
This commit is contained in:
danielmartin0 2022-05-05 13:08:19 +01:00
parent 50a8391152
commit 3d111a3211
4 changed files with 14 additions and 14 deletions

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@ -13,7 +13,7 @@ softmod_info_new_players_1=For New Players
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.
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 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_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=Development
softmod_info_updates_2=Recent significant changes: Silo death is no longer a lose condition. Game made much easier for small crews. New islands and classes. The ship now shares power across each of its floors. Officers can now access chests in the captain's cabin directly.

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@ -652,12 +652,11 @@ function Public.spend_stored_resources(to_spend)
end
function Public.new_healthbar(text, target_entity, max_health, optional_id, health, size)
function Public.new_healthbar(text, target_entity, max_health, optional_id, health, size, location_override)
health = health or max_health
size = size or 0.5
text = text or false
local memory = Memory.get_crew_memory()
location_override = location_override or Memory.get_crew_memory()
local render1 = rendering.draw_sprite(
{
@ -695,18 +694,19 @@ function Public.new_healthbar(text, target_entity, max_health, optional_id, heal
id = optional_id,
}
memory.healthbars[target_entity.unit_number] = new_healthbar
if not location_override.healthbars then location_override.healthbars = {} end
location_override.healthbars[target_entity.unit_number] = new_healthbar
Public.update_healthbar_rendering(new_healthbar, health)
return new_healthbar
end
function Public.transfer_healthbar(old_unit_number, new_entity)
local memory = Memory.get_crew_memory()
function Public.transfer_healthbar(old_unit_number, new_entity, location_override)
location_override = location_override or Memory.get_crew_memory()
local new_unit_number = new_entity.unit_number
if not memory.healthbars then return end
local old_healthbar = memory.healthbars[old_unit_number]
if not location_override.healthbars then return end
local old_healthbar = location_override.healthbars[old_unit_number]
-- if new_surface_bool then
-- Public.new_healthbar(old_healthbar.render2, new_entity, old_healthbar.max_health, old_healthbar.id, old_healthbar.health, rendering.get_y_scale(old_healthbar.render1))
@ -718,7 +718,7 @@ function Public.transfer_healthbar(old_unit_number, new_entity)
-- memory.healthbars[new_unit_number] = old_healthbar
-- end
Public.new_healthbar(old_healthbar.render2, new_entity, old_healthbar.max_health, old_healthbar.id, old_healthbar.health, old_healthbar.size)
Public.new_healthbar(old_healthbar.render2, new_entity, old_healthbar.max_health, old_healthbar.id, old_healthbar.health, old_healthbar.size, location_override)
if rendering.is_valid(old_healthbar.render1) then
rendering.destroy(old_healthbar.render1)
@ -727,7 +727,7 @@ function Public.transfer_healthbar(old_unit_number, new_entity)
rendering.destroy(old_healthbar.render2)
end
memory.healthbars[old_unit_number] = nil
location_override.healthbars[old_unit_number] = nil
end
function Public.entity_damage_healthbar(entity, damage)

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@ -746,7 +746,7 @@ function Public.initialise_crew(accepted_proposal)
local boat = memory.boat
for _, e in pairs(memory.boat.cannons_temporary_reference or {}) do
Common.new_healthbar(true, e, 2000, nil, e.health, 0.5)
Common.new_healthbar(true, e, 2000, nil, e.health, 0.3, memory.boat)
end
boat.dockedposition = boat.position

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@ -726,8 +726,8 @@ local function process_entity_on_boat_unteleportable(memory, boat, newsurface, v
if ee and ee.valid then
if un and memory.healthbars and memory.healthbars[un] then
Common.transfer_healthbar(un, ee)
if un and boat.healthbars and boat.healthbars[un] then
Common.transfer_healthbar(un, ee, boat) --for some reason I don't understand, if the old healthbars is contained within memory rather than boat, sometimes this function can't find them (observed during the initial ship launch)
end
if name == 'artillery-turret' then