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tweaks
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@ -75,7 +75,7 @@ local function get_island_size()
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local r_min = global.current_level + 16
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if r_min > math.floor(max_island_radius * 0.5) then r_min = math.floor(max_island_radius * 0.5) end
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local r_max = global.current_level * 2 + 32
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if r_max > max_island_radius then r_max = math.floor(max_island_radius * 0.5) end
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if r_max > max_island_radius then r_max = max_island_radius end
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return math.random(r_min, r_max)
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end
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@ -96,14 +96,14 @@ local function set_next_level()
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global.stages = {}
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global.stages[1] = {
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path_length = 24 + island_size * 2,
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path_length = 16 + island_size * 1.5,
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size = island_size,
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}
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for i = 1, global.stage_amount - 1, 1 do
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island_size = get_island_size()
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global.stages[#global.stages + 1] = {
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path_length = 16 + island_size * 2,
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path_length = 16 + island_size * 1.5,
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size = island_size,
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}
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end
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@ -72,7 +72,7 @@ local function set_island_surface()
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["iron-ore"] = {frequency = 0, size = 0, richness = 0},
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["uranium-ore"] = {frequency = 0, size = 0, richness = 0},
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["crude-oil"] = {frequency = 0, size = 0, richness = 0},
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["trees"] = {frequency = 100, size = 0.1, richness = math.random(0,10) * 0.1},
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["trees"] = {frequency = 50, size = 0.1, richness = math.random(0,10) * 0.1},
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["enemy-base"] = {frequency = "none", size = "none", richness = "none"}
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}
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game.create_surface("island_tiles", map_gen_settings)
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@ -90,8 +90,8 @@ function draw_the_island()
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seed_1 = math.random(1, 9999999)
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seed_2 = math.random(1, 9999999)
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seed_3 = math.random(1, 9999999)
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seed_m1 = (math.random(2, 10) * 0.1) / global.stages[global.current_stage].size
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seed_m2 = (math.random(10, 20) * 0.1) / global.stages[global.current_stage].size
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seed_m1 = (math.random(8, 16) * 0.1) / global.stages[global.current_stage].size
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seed_m2 = (math.random(12, 24) * 0.1) / global.stages[global.current_stage].size
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seed_m3 = (math.random(50, 100) * 0.1) / global.stages[global.current_stage].size
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set_island_surface()
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