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Discord tech print fix + green water for radioactive island
Changes: - Radioactive island now has green water (as well as small green brightness that's only seen at night slightly). - Reduced base amount of resource count quest item requirement by 10%. - Fixed research tech unintentionally printing to discord when crew disbands.
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@ -1,6 +1,6 @@
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require 'utils.data_stages'
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_LIFECYCLE = _STAGE.control -- Control stage
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_DEBUG = true
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_DEBUG = false
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_DUMP_ENV = false
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require 'utils.server'
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@ -113,7 +113,7 @@ require 'utils.freeplay'
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--require 'maps.chronosphere.main'
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--![[Adventure as a crew of pirates]]--
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require 'maps.pirates.main'
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-- require 'maps.pirates.main'
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--![[Launch rockets in increasingly harder getting worlds.]]--
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--require 'maps.journey.main'
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@ -13,7 +13,7 @@ local _inspect = require 'utils.inspect'.inspect
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-- local Structures = require 'maps.pirates.structures.structures'
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local Boats = require 'maps.pirates.structures.boats.boats'
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local Surfaces = require 'maps.pirates.surfaces.surfaces'
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local Islands = require 'maps.pirates.surfaces.islands.islands'
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-- local Islands = require 'maps.pirates.surfaces.islands.islands'
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local IslandEnum = require 'maps.pirates.surfaces.islands.island_enum'
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-- local Sea = require 'maps.pirates.surfaces.sea.sea'
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-- local Crew = require 'maps.pirates.crew'
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@ -397,7 +397,7 @@ function Public.island_richness_avg_multiplier()
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end
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function Public.resource_quest_multiplier()
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return (1.0 + 0.075 * (Common.overworldx()/40)^(8/10)) * Math.sloped(Common.difficulty_scale(), 1/5) * (Public.crew_scale())^(1/10)
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return (0.9 + 0.075 * (Common.overworldx()/40)^(8/10)) * Math.sloped(Common.difficulty_scale(), 1/5) * (Public.crew_scale())^(1/10)
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end
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function Public.quest_market_entry_price_scale()
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@ -535,6 +535,7 @@ function Public.disband_crew(donotprint)
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end
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memory.game_lost = true -- only necessary to avoid printing research notifications
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Public.reset_crew_and_enemy_force(id)
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local lobby = game.surfaces[CoreData.lobby_surface_name]
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@ -1,7 +1,7 @@
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-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local SurfacesCommon = require 'maps.pirates.surfaces.common'
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-- local SurfacesCommon = require 'maps.pirates.surfaces.common'
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local Memory = require 'maps.pirates.memory'
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local Math = require 'maps.pirates.math'
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local Balance = require 'maps.pirates.balance'
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@ -11,6 +11,7 @@ local Hold = require 'maps.pirates.surfaces.hold'
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-- local Parrot = require 'maps.pirates.parrot'
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local Cabin = require 'maps.pirates.surfaces.cabin'
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local Utils = require 'maps.pirates.utils_local'
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local IslandEnum = require 'maps.pirates.surfaces.islands.island_enum'
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-- local _inspect = require 'utils.inspect'.inspect
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-- DEV NOTE: If making boat designs that have rails, make sure the boat is placed at odd co-ordinates before blueprinting.
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@ -64,12 +65,17 @@ function Public.currentdestination_move_boat_natural()
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if (destination and destination.dynamic_data and destination.dynamic_data.timer) and (not (destination.dynamic_data.timer >= 1)) then return end
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local water_type = 'water'
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if destination and destination.subtype == IslandEnum.enum.RADIOACTIVE then
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water_type = 'water-green'
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end
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if boat and boat.state == enum_state.LEAVING_DOCK or boat.state == enum_state.APPROACHING then
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local newp = {x = boat.position.x + Common.boat_steps_at_a_time, y = boat.position.y}
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Public.teleport_boat(boat, nil, newp)
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Public.teleport_boat(boat, nil, newp, nil, water_type)
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elseif boat and boat.state == enum_state.RETREATING then
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local newp = {x = boat.position.x - Common.boat_steps_at_a_time, y = boat.position.y}
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Public.teleport_boat(boat, nil, newp)
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Public.teleport_boat(boat, nil, newp, nil, water_type)
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end
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end
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@ -1037,7 +1043,14 @@ local function teleport_handle_wake_tiles(boat, dummyboat, newsurface_name, olds
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for _, area in pairs(wakeareas) do
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for _, p in pairs(Common.central_positions_within_area(area, adjustednewposition)) do
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local t = old_water_tile
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if static_params and static_params.deepwater_xposition and (p.x <= static_params.deepwater_xposition - 0.5) then t = 'deepwater' end
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if static_params and static_params.deepwater_xposition and (p.x <= static_params.deepwater_xposition - 0.5) then
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if t == 'water' then
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t = 'deepwater'
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else
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t = 'deepwater-green'
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end
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end
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if friendlyboat_bool and boat.state == enum_state.RETREATING and vector.x < 0 then --in this case we need to place some landing tiles, as the cannon juts out
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if (p.x >= boat.dockedposition.x + scope.Data.leftmost_gate_position) and (p.y <= scope.Data.upmost_gate_position or p.y >= scope.Data.downmost_gate_position) then t = CoreData.landing_tile end
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end
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@ -16,11 +16,19 @@ local Public = {}
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Public.enum = IslandEnum.enum
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function Public.place_water_tile(args)
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function Public.place_water_tile(args, place_green_water)
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local water_names = {}
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if place_green_water then
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water_names[#water_names+1] = 'water-green'
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water_names[#water_names+1] = 'deepwater-green'
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else
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water_names[#water_names+1] = 'water'
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water_names[#water_names+1] = 'deepwater'
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end
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if args.static_params and args.static_params.deepwater_terraingenframe_xposition and args.p.x <= args.static_params.deepwater_terraingenframe_xposition - 0.5
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then
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args.tiles[#args.tiles + 1] = {name = 'deepwater', position = args.p}
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args.tiles[#args.tiles + 1] = {name = water_names[2], position = args.p}
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local fishrng = Math.random(350)
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if fishrng == 350 then
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@ -33,7 +41,7 @@ function Public.place_water_tile(args)
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local height_noise = args.noise_generator['height'](args.p)
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if height_noise < 0 then
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args.tiles[#args.tiles + 1] = {name = 'water', position = args.p}
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args.tiles[#args.tiles + 1] = {name = water_names[1], position = args.p}
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local fishrng = Math.random(350)
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if fishrng == 350 then
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@ -13,7 +13,7 @@ Public.terraingen_frame_width = 700
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Public.terraingen_frame_height = 700
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Public.static_params_default = {
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starting_time_of_day = 0.45,
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brightness_visual_weights = {0.8, 0.8, 0.8},
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brightness_visual_weights = {0.8, 0.6, 0.8},
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daynightcycletype = 4,
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min_brightness = 0.05,
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base_starting_treasure = 1000,
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@ -40,10 +40,10 @@ function Public.terrain(args)
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local p = args.p
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if IslandsCommon.place_water_tile(args) then return end
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if IslandsCommon.place_water_tile(args, true) then return end
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if noises.height(p) < 0 then
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args.tiles[#args.tiles + 1] = {name = 'water', position = args.p}
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args.tiles[#args.tiles + 1] = {name = 'water-green', position = args.p}
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return
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end
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@ -109,7 +109,7 @@ function Public.terrain(args)
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args.entities[#args.entities + 1] = {name = 'stone', position = args.p, amount = 1000}
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elseif noises.ore(p) < 0.005 and noises.ore(p) > -0.005 then
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if noises.ore(p) > 0 then
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args.entities[#args.entities + 1] = {name = 'coal', position = args.p, amount = 10}
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args.entities[#args.entities + 1] = {name = 'coal', position = args.p, amount = 20}
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else
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args.entities[#args.entities + 1] = {name = 'copper-ore', position = args.p, amount = 100}
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end
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@ -130,7 +130,7 @@ function Public.chunk_structures(args)
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-- we need some indestructible spawners, because otherwise you can clear, stay here forever, make infinite resources...
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spawners_indestructible = noises.farness(p) > 0.63,
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-- spawners_indestructible = false,
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density_perchunk = 20 * Math.slopefromto(noises.farness(p), 0.3, 1)^2 * args.biter_base_density_scale,
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density_perchunk = 20 * Math.slopefromto(noises.farness(p), 0.3, 1.08)^2 * args.biter_base_density_scale,
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}
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end
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@ -130,8 +130,8 @@ function Public.chunk_structures(args)
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placeable = noises.farness(p) > 0.3,
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-- spawners_indestructible = noises.farness(p) > 0.75,
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spawners_indestructible = false,
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spawners_density_perchunk = 54 * Math.slopefromto(noises.mood(p), 0.7, 0.5) * Math.slopefromto(noises.farness(p), 0.35, 1)^(1.8) * args.biter_base_density_scale,
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worms_density_perchunk = 18 * Math.slopefromto(noises.mood(p), 0.7, 0.5) * Math.slopefromto(noises.farness(p), 0.25, 1)^(1.8) * args.biter_base_density_scale,
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spawners_density_perchunk = 54 * Math.slopefromto(noises.mood(p), 0.7, 0.5) * Math.slopefromto(noises.farness(p), 0.35, 1.1)^(1.8) * args.biter_base_density_scale,
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worms_density_perchunk = 18 * Math.slopefromto(noises.mood(p), 0.7, 0.5) * Math.slopefromto(noises.farness(p), 0.25, 1.1)^(1.8) * args.biter_base_density_scale,
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}
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end
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