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patches
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@ -13,10 +13,10 @@ softmod_info_new_players_1=For New Players
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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.
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softmod_info_tips_1=Features of the game that are hard to work out alone
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softmod_info_tips_2=• The captain 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 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• Lab productivity increases with each league.\n• Logged-out players keep their items with them for a while — except 'important' items that are returned to the crew immediately.\n• item-on-ground entities on the deck are moved to the cabin when the boat moves, for performance reasons.\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 /tax, /undock, /officer, /plank.
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softmod_info_tips_2=• The captain 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 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• Lab productivity increases with each league.\n• item-on-ground entities on the deck are moved to the cabin when the boat moves, for performance reasons.\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.
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softmod_info_updates_1=Recent changes
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softmod_info_updates_2=v1.2.8\n• Poison damage against players buffed\n• Maze treasure buffed\n• Biter waves slightly more concentrated into groups\n\nv1.2.4-v1.2.7\n• String-related hotfixes.\n\nv1.2.3\n• Rework of 'quest buildings' that appear on islands.\n• Fixed stutter when loading certain maps, such as swamp.\n• Various new player-friendly visual renderings.\n• Mod prepared for translation into other languages.\n• Expanded Gourmet's sense of taste.\n\nv1.2\n• Mod portal release.\n• Some rebalancing of Nightmare difficulty.
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softmod_info_updates_2=v1.2.11\n• Unlimited time can now be spent at sea between each destination.\n\nv1.2.8\n• Poison damage against players buffed\n• Maze treasure buffed\n• Biter waves slightly more concentrated into groups\n\nv1.2.3\n• Rework of 'quest buildings' that appear on islands.\n• Fixed stutter when loading certain maps, such as swamp.\n• Various new player-friendly visual renderings.\n• Mod prepared for translation into other languages.\n• Expanded Gourmet's sense of taste.\n\nv1.2\n• Mod portal release.\n• Some rebalancing of Nightmare difficulty.
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softmod_info_credits_1=Credits
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softmod_info_credits_2=Pirate Ship designed and coded by thesixthroc. Comfy codebase and help from Gerkiz, Hanakocz and Mew @ Comfy Industries (https://getcomfy.eu). Some island structure blueprints contributed by Mattisso.\n\nthesixthroc is looking for translators and coders to help with this mod. Come chat with us: https://getcomfy.eu/discord\n\n"Those white gloves. I'll never forget them 'till the day I die." - Dr. John
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@ -353,7 +353,7 @@ capacity_tooltip=Capacity. Sets the maximum number of crewmembers allowed.
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difficulty_tooltip=Difficulty.\n\nHigher difficulties have higher pollution and evo, higher biter damage, lower gold loot, but higher chest loot, along with small effects on the time per island, quest requirements, and silo position.\n\nDifficulty also determines the material the ship is made out of.
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mode_tooltip=Mode.
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auto_undock_tooltip=The maximum time to stay at this location.\n\nOnce this time is reached, the boat undocks automatically. The captain can choose to leave earlier by pressing this button.
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auto_undock_tooltip=The maximum time to stay at this location.\n\nOnce this time is reached, the boat undocks automatically. The captain can choose to leave earlier by pressing this button (or typing /undock).
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atsea_loading_tooltip=The next destination is loading.
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leave_anytime_tooltip=The captain chooses when to undock the ship.\n\nThey can undock by pressing this button.
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atsea_waiting_tooltip=The ship pauses after each destination. When the captain is ready, they can click this button to proceed.
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@ -172,7 +172,8 @@ end
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function Public.parrot_speak(force, message)
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force.print({"", {'pirates.notify_parrot'}, ' ', message}, CoreData.colors.parrot)
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Server.to_discord_embed_raw({"", {'pirates.notify_parrot'}, ' ', message}, true)
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local memory = Memory.get_crew_memory()
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Server.to_discord_embed_raw({"", '[' .. memory.name .. ']', {'pirates.notify_parrot'}, ' ', message}, true)
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end
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@ -228,7 +228,7 @@ function Public.full_update(player)
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elseif flow2.selected_tab_index == 2 then
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flow2.style.height = 520
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elseif flow2.selected_tab_index == 3 then
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flow2.style.height = 620
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flow2.style.height = 580
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elseif flow2.selected_tab_index == 4 then
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flow2.style.height = 360
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end
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@ -169,25 +169,14 @@ function Public.update_character_properties(tickinterval)
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local player_index = player.index
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local character = player.character
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if memory.classes_table and memory.classes_table[player_index] then
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local max_reach_bonus = 0
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-- if memory.classes_table[player_index] == Classes.enum.DECKHAND then
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-- max_reach_bonus = Math.max(max_reach_bonus, 6)
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-- character.character_build_distance_bonus = 6
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-- else
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-- character.character_build_distance_bonus = 0
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-- end
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if memory.classes_table[player_index] == Classes.enum.FISHERMAN then
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max_reach_bonus = Math.max(max_reach_bonus, 10)
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character.character_resource_reach_distance_bonus = 10
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character.character_reach_distance_bonus = 10
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elseif memory.classes_table[player_index] == Classes.enum.MASTER_ANGLER or memory.classes_table[player_index] == Classes.enum.DREDGER then
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max_reach_bonus = Math.max(max_reach_bonus, 16)
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character.character_resource_reach_distance_bonus = 16
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character.character_reach_distance_bonus = 16
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else
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character.character_resource_reach_distance_bonus = 0
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character.character_reach_distance_bonus = 0
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end
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character.character_reach_distance_bonus = max_reach_bonus
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end
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local health_boost = 0 -- base health is 250
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