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https://github.com/ComfyFactory/ComfyFactorio.git
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fixes
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@ -85,10 +85,10 @@ function Public.add_room_loot_crates(surface, room)
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Public.uncommon_loot_crate(surface, tile.position)
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else
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if math_random(1, 4096) == 1 then
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Functions.rare_loot_crate(surface, tile.position)
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Public.rare_loot_crate(surface, tile.position)
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else
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if math_random(1, 16384) == 1 then
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Functions.epic_loot_crate(surface, tile.position)
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Public.epic_loot_crate(surface, tile.position)
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end
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end
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end
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@ -97,7 +97,7 @@ function Public.add_room_loot_crates(surface, room)
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end
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function Public.set_spawner_tier(spawner)
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local tier = math_floor(Public.get_dungeon_evolution_factor() - math_random(0, 5)) + 1
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local tier = math_floor(Public.get_dungeon_evolution_factor() * 8 - math_random(0, 8)) + 1
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if tier < 1 then tier = 1 end
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global.dungeons.spawner_tier[spawner.unit_number] = tier
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--[[
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@ -1,6 +1,7 @@
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-- Deep dark dungeons by mewmew --
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require "modules.mineable_wreckage_yields_scrap"
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require "modules.sticky_landfill"
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local MapInfo = require "modules.map_info"
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local Room_generator = require "functions.room_generator"
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@ -51,13 +52,13 @@ local function get_biome(position)
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a = a + 1
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.60 then return "doom" end
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a = a + 1
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.60 then return "acid_zone" end
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.62 then return "acid_zone" end
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a = a + 1
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.60 then return "concrete" end
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a = a + 1
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.71 then return "rainbow" end
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a = a + 1
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.50 then return "deepblue" end
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.53 then return "deepblue" end
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a = a + 1
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if Get_noise("dungeons", position, seed + seed_addition * a) > 0.22 then return "grasslands" end
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a = a + 1
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@ -190,7 +191,7 @@ local function on_chunk_generated(event)
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local c = 0.0035 + a * 0.0035
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local d = c * 0.5
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local seed = nauvis_seed + b
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if math_abs(Get_noise("dungeon_sewer", {x = left_top.x + 16, y = left_top.y + 16}, seed)) < 0.10 then
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if math_abs(Get_noise("dungeon_sewer", {x = left_top.x + 16, y = left_top.y + 16}, seed)) < 0.12 then
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local position = {x = left_top.x + x, y = left_top.y + y}
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