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Warning fixes
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@ -16,7 +16,7 @@ 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• 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=Significant recent changes
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softmod_info_updates_2=v1.3.3\n• Fixed captain's buttons in crew GUI not working\n\nv1.3.2\n• Fixed a case where class could remain taken when last player in crew left the game.\n• Fixed a case where buying a class upgrade would wrongly update the unlocked classes and cause some classes to be untakable\n• Classes that generate ore passively now don't generate ore when at sea.\n\nv1.3.1\n• Fixed quartermaster and its tooltip. Also buffed physical damage buff it provides to nearby players from 10% to 30%.\n• Slightly increased amount of items received from purchasing items in covered structure market\n\nv1.3\n• Hold chests are now destructible.\n• Fluid is now transportable between decks.\n• New classes, and new 'Class Window'.\n• Many other improvements, small features, and balance changes.
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softmod_info_updates_2=v1.3.3\n• Fixed captain's buttons in crew GUI not working.\n• Added crude oil underneath pumpjacks that spawn with special structures.\n• When captain leaves game/crew, captainhood is first offered to random officer (afterwards it will cycle through crew members).\n\nv1.3.2\n• Fixed a case where class could remain taken when last player in crew left the game.\n• Fixed a case where buying a class upgrade would wrongly update the unlocked classes and cause some classes to be untakable\n• Classes that generate ore passively now don't generate ore when at sea.\n\nv1.3.1\n• Fixed quartermaster and its tooltip. Also buffed physical damage buff it provides to nearby players from 10% to 30%.\n• Slightly increased amount of items received from purchasing items in covered structure market\n\nv1.3\n• Hold chests are now destructible.\n• Fluid is now transportable between decks.\n• New classes, and new 'Class Window'.\n• Many other improvements, small features, and balance changes.
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softmod_info_credits_1=Credits
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softmod_info_credits_2=Pirate Ship designed and coded by thesixthroc. Updates from Piratux. Comfy codebase and help from Gerkiz, Hanakocz and Mew @ Comfy Industries (https://getcomfy.eu). Some island structure blueprints contributed by Mattisso.\n\nCome 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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@ -349,6 +349,7 @@ function Public.assign_captain_based_on_priorities(excluded_player_index)
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-- Prefer officers for a captain (if there are any)
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for _, player_index in pairs(memory.officers_table) do
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local player = game.players[player_index]
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local player_active = Utils.contains(Common.crew_get_nonafk_crew_members(), player)
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if player_active then
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@ -362,21 +363,20 @@ function Public.assign_captain_based_on_priorities(excluded_player_index)
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if not captain_index then
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for _, player_index in pairs(crew_members) do
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local player = game.players[player_index]
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if Common.validate_player(player) and not (player.index == excluded_player_index) then
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local player_active = Utils.contains(Common.crew_get_nonafk_crew_members(), player)
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-- prefer non-afk players:
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if only_found_afk_players or player_active then
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only_found_afk_players = player_active
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local player_priority = global_memory.playerindex_to_captainhood_priority[player_index]
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if player_priority and player_priority > best_priority_so_far then
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best_priority_so_far = player_priority
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captain_index = player_index
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captain_name = player.name
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break
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end
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end
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end
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