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https://github.com/ComfyFactory/ComfyFactorio.git
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fixes and things
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93b9894116
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5643582e84
@ -761,10 +761,6 @@ local function on_player_joined_game(event)
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surface.min_brightness = 0.3
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surface.brightness_visual_weights = {1, 1, 1}
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global.explosion_cells_destructible_tiles = {
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["out-of-map"] = 2500,
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}
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game.forces["player"].technologies["landfill"].enabled = false
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game.forces["player"].technologies["night-vision-equipment"].enabled = false
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game.forces["player"].technologies["artillery-shell-range-1"].enabled = false
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@ -988,7 +984,7 @@ local function on_tick(event)
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end
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end
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if game.tick % 900 == 0 then
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if game.tick % 300 == 0 then
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refresh_gui()
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end
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end
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@ -1187,12 +1183,14 @@ local function on_player_mined_entity(event)
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end
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local function biters_chew_rocks_slower(event)
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if event.entity.force.index ~= 3 then return end --Neutral Force
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local entity = event.entity
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if not entity.valid then return end
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if entity.force.index ~= 3 then return end --Neutral Force
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if not event.cause then return end
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if not event.cause.valid then return end
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if event.cause.force.index ~= 2 then return end --Enemy Force
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if math_random(1, 8) == 1 then return end
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event.entity.health = event.entity.health + event.final_damage_amount
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entity.health = entity.health + event.final_damage_amount
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end
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local function on_entity_damaged(event)
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@ -1312,6 +1310,10 @@ local function on_init()
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global.rocks_yield_ore_maximum_amount = 250
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global.rocks_yield_ore_base_amount = 35
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global.rocks_yield_ore_distance_modifier = 0.1
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global.explosion_cells_destructible_tiles = {
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["out-of-map"] = 1000,
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}
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end
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local Event = require 'utils.event'
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@ -4,6 +4,14 @@
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local math_floor = math.floor
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local print_color = {r = 120, g = 255, b = 0}
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local ore_names = {
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["coal"] = true,
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["stone"] = true,
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["iron-ore"] = true,
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["copper-ore"] = true,
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["uranium-ore"] = true
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}
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local function create_floaty_text(surface, position, name, count, height_offset)
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if global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y] then
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global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y] = global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y] - 0.5
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@ -228,19 +236,11 @@ local function auto_stash(player, event)
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hotbar_items[prototype.name] = true
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end
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end
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local ore_types = {
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["coal"] = true,
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["stone"] = true,
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["iron-ore"] = true,
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["copper-ore"] = true,
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["uranium-ore"] = true
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}
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for name, count in pairs(inventory.get_contents()) do
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if not inventory.find_item_stack(name).grid and not hotbar_items[name] then
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if button == defines.mouse_button_type.right then
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if ore_types[name] then
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if game.entity_prototypes[name] and game.entity_prototypes[name].type == "resource" or ore_names[name] then
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insert_item_into_chest(inventory, chests, filtered_chests, name, count)
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end
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elseif button == defines.mouse_button_type.left then
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@ -108,6 +108,7 @@ local function on_player_mined_entity(event)
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count = math_floor(count * (1 + player.force.mining_drill_productivity_bonus))
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global.rocks_yield_ore["ores_mined"] = global.rocks_yield_ore["ores_mined"] + count
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global.rocks_yield_ore["rocks_broken"] = global.rocks_yield_ore["rocks_broken"] + 1
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local position = {x = entity.position.x, y = entity.position.y}
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@ -171,7 +172,9 @@ local function on_entity_died(event)
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local count = math_random(1,3)
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global.rocks_yield_ore["ores_mined"] = global.rocks_yield_ore["ores_mined"] + count
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surface.spill_item_stack(pos,{name = "stone", count = math_random(1,3)}, true)
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surface.spill_item_stack(pos,{name = "stone", count = math_random(1,3)}, true)
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global.rocks_yield_ore["rocks_broken"] = global.rocks_yield_ore["rocks_broken"] + 1
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end
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local function on_init()
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