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https://github.com/ComfyFactory/ComfyFactorio.git
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tweaks to mtn fortress
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174f36c984
commit
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@ -282,7 +282,7 @@ commands.add_command(
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p_modifer[player.index].character_mining_speed_modifier['creative'] = 50
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p_modifer[player.index].character_health_bonus['creative'] = 2000
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p_modifer[player.index].character_crafting_speed_modifier['creative'] = 50
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v.character_inventory_slots_bonus = p_modifer[k].character_inventory_slots_bonus['creative']
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v.character_inventory_slots_bonus = p_modifer[player.index].character_inventory_slots_bonus['creative']
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v.insert {name = _k, count = _v.stack_size}
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v.print('[CREATIVE] Inserted all base items.', Color.success)
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Modifiers.update_player_modifiers(player)
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@ -394,42 +394,46 @@ local on_player_joined_game = function(event)
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end
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function Public.insert_all_items(player)
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if player.character ~= nil then
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if player.get_inventory(defines.inventory.character_armor) then
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player.get_inventory(defines.inventory.character_armor).clear()
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end
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player.insert {name = 'power-armor-mk2', count = 1}
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local p_armor = player.get_inventory(5)[1].grid
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if p_armor and p_armor.valid then
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p_armor.put({name = 'fusion-reactor-equipment'})
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p_armor.put({name = 'fusion-reactor-equipment'})
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p_armor.put({name = 'fusion-reactor-equipment'})
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p_armor.put({name = 'exoskeleton-equipment'})
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p_armor.put({name = 'exoskeleton-equipment'})
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p_armor.put({name = 'exoskeleton-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'personal-roboport-mk2-equipment'})
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p_armor.put({name = 'night-vision-equipment'})
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p_armor.put({name = 'battery-mk2-equipment'})
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p_armor.put({name = 'battery-mk2-equipment'})
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end
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local item = game.item_prototypes
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local i = 0
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local p_modifer = Modifiers.get_table()
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for _k, _v in pairs(item) do
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i = i + 1
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if _k and _v.type ~= 'mining-tool' then
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p_modifer[player.index].character_inventory_slots_bonus['creative'] = tonumber(i)
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p_modifer[player.index].character_mining_speed_modifier['creative'] = 50
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p_modifer[player.index].character_health_bonus['creative'] = 2000
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p_modifer[player.index].character_crafting_speed_modifier['creative'] = 50
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player.character_inventory_slots_bonus = p_modifer[player.index].character_inventory_slots_bonus['creative']
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player.insert {name = _k, count = _v.stack_size}
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player.print('[CREATIVE] Inserted all base items.', Color.success)
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Modifiers.update_player_modifiers(player)
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if this.creative_enabled then
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if not this.players[player.index] then
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if player.character ~= nil then
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if player.get_inventory(defines.inventory.character_armor) then
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player.get_inventory(defines.inventory.character_armor).clear()
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end
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player.insert {name = 'power-armor-mk2', count = 1}
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local p_armor = player.get_inventory(5)[1].grid
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if p_armor and p_armor.valid then
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p_armor.put({name = 'fusion-reactor-equipment'})
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p_armor.put({name = 'fusion-reactor-equipment'})
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p_armor.put({name = 'fusion-reactor-equipment'})
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p_armor.put({name = 'exoskeleton-equipment'})
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p_armor.put({name = 'exoskeleton-equipment'})
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p_armor.put({name = 'exoskeleton-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'energy-shield-mk2-equipment'})
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p_armor.put({name = 'personal-roboport-mk2-equipment'})
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p_armor.put({name = 'night-vision-equipment'})
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p_armor.put({name = 'battery-mk2-equipment'})
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p_armor.put({name = 'battery-mk2-equipment'})
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end
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local item = game.item_prototypes
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local i = 0
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local p_modifer = Modifiers.get_table()
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for _k, _v in pairs(item) do
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i = i + 1
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if _k and _v.type ~= 'mining-tool' then
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p_modifer[player.index].character_inventory_slots_bonus['creative'] = tonumber(i)
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p_modifer[player.index].character_mining_speed_modifier['creative'] = 50
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p_modifer[player.index].character_health_bonus['creative'] = 2000
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p_modifer[player.index].character_crafting_speed_modifier['creative'] = 50
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player.character_inventory_slots_bonus = p_modifer[player.index].character_inventory_slots_bonus['creative']
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player.insert {name = _k, count = _v.stack_size}
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player.print('[CREATIVE] Inserted all base items.', Color.success)
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Modifiers.update_player_modifiers(player)
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end
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end
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end
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end
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end
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@ -52,7 +52,7 @@ market.caspules = {
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['defender-capsule'] = {value = 8, rarity = 1},
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['distractor-capsule'] = {value = 20, rarity = 5},
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['destroyer-capsule'] = {value = 32, rarity = 7},
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['discharge-defense-remote'] = {value = 64, rarity = 6},
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['discharge-defense-remote'] = {value = 2000, rarity = 8},
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['artillery-targeting-remote'] = {value = 32, rarity = 7},
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['raw-fish'] = {value = 6, rarity = 1}
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}
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@ -73,7 +73,7 @@ market.equipment = {
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['battery-equipment'] = {value = 160, rarity = 2},
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['battery-mk2-equipment'] = {value = 2000, rarity = 8},
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['personal-laser-defense-equipment'] = {value = 2500, rarity = 7},
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['discharge-defense-equipment'] = {value = 2000, rarity = 5},
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['discharge-defense-equipment'] = {value = 8000, rarity = 7},
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['belt-immunity-equipment'] = {value = 200, rarity = 1},
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['exoskeleton-equipment'] = {value = 800, rarity = 3},
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['personal-roboport-equipment'] = {value = 500, rarity = 3},
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@ -166,18 +166,16 @@ local function get_owner_car_name(ic, player)
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return false
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end
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local function get_saved_entity(cars, entity, index)
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for k, car in pairs(cars) do
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if index and index.name ~= entity.name then
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local msg =
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table.concat(
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{
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'The built entity is not the same as the saved one. ',
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'Saved entity is: ' .. upperCase(car.name) .. ' - Built entity is: ' .. upperCase(entity.name) .. '. '
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}
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)
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return false, msg
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end
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local function get_saved_entity(entity, index)
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if index and index.name ~= entity.name then
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local msg =
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table.concat(
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{
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'The built entity is not the same as the saved one. ',
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'Saved entity is: ' .. upperCase(index.name) .. ' - Built entity is: ' .. upperCase(entity.name) .. '. '
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}
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)
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return false, msg
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end
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return true
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end
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@ -378,7 +376,7 @@ local function restore_surface(ic, player, entity)
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end
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if saved_surfaces[player.index] then
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local success, msg = get_saved_entity(cars, ce, index)
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local success, msg = get_saved_entity(ce, index)
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if not success then
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player.print(msg, Color.warning)
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return true
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@ -16,6 +16,8 @@ local blacklist = {
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['artillery-wagon'] = true,
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['artillery-turret'] = true,
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['landfill'] = true,
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['discharge-defense-equipment'] = true,
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['discharge-defense-remote'] = true,
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['fluid-wagon'] = true,
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['pistol'] = true
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}
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