From 6b49234f4c736fc491a1f69cd489ae2a39077a16 Mon Sep 17 00:00:00 2001 From: danielmartin0 Date: Mon, 28 Feb 2022 20:40:29 +0000 Subject: [PATCH] hotfix --- locale/en/pirates.cfg | 2 +- maps/pirates/roles/roles.lua | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/locale/en/pirates.cfg b/locale/en/pirates.cfg index 1d70790e..c3ec3423 100644 --- a/locale/en/pirates.cfg +++ b/locale/en/pirates.cfg @@ -16,7 +16,7 @@ softmod_info_tips_1=Features of the game that are hard to work out alone softmod_info_tips_2=• Resources granted to the ship appear in the captain's cabin.\n• Charging a silo launches a rocket. This causes pollution and evo, but each launch gives a reward of fuel and coins.\n• Charging a silo drains power from everything else on its network.\n• Once a silo has launched a rocket, biters will ignore it.\n• You can steer the boat from the crow's nest by placing 100 rail signals in one of the blue boxes.\n• Lab productivity increases with each league.\n• Passive pollution ramps up over time on each island.\n• The strength of attacks is proportional to the number of remaining nests. (Technically the time-based rate of evolution is proportional to nests too, but destroying a nest will immediately jump evolution by roughly the amount it 'would have' made had it survived.) \n• At Abandoned Labs, biters don't care if you emit pollution. They only care how long you stay.\n• To launch a second parallel run, you need a fifth of the server's pirates to endorse it.\n• Help commands: /class softmod_info_updates_1=Development -softmod_info_updates_2=Pirate Ship 1.0.3 is currently in testing! The gameplay is reworked to center around a fuel mechanic. This should make for a clear central objective. Please play and help us tune the gameplay. \n\nRecent significant changes: Fuel mechanic replaces gold. Silo death is no longer a lose condition. Additional silos can appear to deconstrain power input. Weakened chest/furnace/pipe resistance to biters. Dock trades revamped. +softmod_info_updates_2=Pirate Ship 1.0.3 is currently in testing! The gameplay is reworked to center around a fuel mechanic. This should make for a clear central objective. Please play and help us tune the gameplay. \n\nRecent significant changes: Fuel mechanic replaces gold. Silo death is no longer a lose condition. Additional silos can appear to deconstrain power input. Weakened chest/furnace/pipe resistance to biters. Dock trades revamped. Game made much easier for small crews. softmod_info_credits_1=Credits softmod_info_credits_2=Softmod designed and written by thesixthroc. Comfy codebase and help from Gerkiz, Hanakocz and Mew @ Comfy Industries (https://getcomfy.eu). Most island structure blueprints contributed by Mattisso.\n\n"Those white gloves. I'll never forget them 'till the day I die." - Dr. John diff --git a/maps/pirates/roles/roles.lua b/maps/pirates/roles/roles.lua index 38389288..3a915168 100644 --- a/maps/pirates/roles/roles.lua +++ b/maps/pirates/roles/roles.lua @@ -273,7 +273,7 @@ function Public.confirm_captain_exists(player_to_make_captain_otherwise) local memory = Memory.get_crew_memory() -- Currently this catches an issue where someone starts a crew and leaves it, and more players join later. - if not (memory.playerindex_captain and game.players[memory.playerindex_captain] and Common.validate_player(game.players[memory.playerindex_captain])) then + if (memory.id and memory.id > 0 and memory.crewstatus and memory.crewstatus == 'adventuring') and (not (memory.playerindex_captain and game.players[memory.playerindex_captain] and Common.validate_player(game.players[memory.playerindex_captain]))) then --fixme: enum hacked if player_to_make_captain_otherwise then Public.make_captain(player_to_make_captain_otherwise) game.print('Reassigning captain.')