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https://github.com/ComfyFactory/ComfyFactorio.git
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Disable start_now in collapse rather than adding disable feature.
It looks like this works to keep the collapse logic from running. It relies on the dungeons on_init function running after the collapse one.
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@ -19,7 +19,6 @@ local Autostash = require 'modules.autostash'
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local Panel = require 'utils.gui.config'
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Panel.get('gui_config').spaghett.noop = true
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local Collapse = require 'modules.collapse'
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Collapse.disable()
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local Changelog = require 'modules.changelog'
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require 'maps.dungeons.boss_arena'
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require 'modules.melee_mode'
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@ -749,6 +748,9 @@ end
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-- end
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local function on_init()
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-- dungeons depends on rpg.main depends on modules.explosives depends on modules.collapse
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-- without disabling collapse, it starts logging lots of errors after ~1 week.
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Collapse.start_now(false)
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local dungeontable = DungeonsTable.get_dungeontable()
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local forceshp = BiterHealthBooster.get('biter_health_boost_forces')
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local force = game.create_force('dungeon')
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@ -5,10 +5,8 @@ local math_floor = math.floor
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local table_shuffle_table = table.shuffle_table
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local collapse = {
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debug = false,
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disabled = false,
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debug = false
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}
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Global.register(
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collapse,
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function(tbl)
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@ -272,16 +270,12 @@ local function on_init()
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end
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local function on_tick()
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if game.tick % collapse.speed ~= 0 or collapse.disabled then
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if game.tick % collapse.speed ~= 0 then
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return
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end
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progress()
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end
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function Public.disable()
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collapse.disabled = true
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end
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local Event = require 'utils.event'
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Event.on_init(on_init)
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Event.add(defines.events.on_tick, on_tick)
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