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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-17 20:58:13 +02:00

v1.3.4 — kraken bugfix, other smoothings

This commit is contained in:
danielmartin0 2022-07-30 21:31:00 +01:00
parent f580743cfc
commit 9774fd4254
10 changed files with 25 additions and 12 deletions

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@ -16,7 +16,7 @@ softmod_info_tips_1=Features of the game that are hard to work out alone
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.
softmod_info_updates_1=Significant recent changes
softmod_info_updates_2=v1.3.1-v1.3.3\n• Bugfixes.\n• Rebalancings, including: iron ore amounts buffed; kraken reward improved; final resource requirement increased; overall difficulty reduced.\n• An officer will now be prioritised for the captain role if the captain DC's.\n\nv1.3\n• Hold chests are now destructible.\n• Fluid is now transportable between decks.\n• New classes, and new 'Class Window'.\n• Other improvements, small features, and balance changes.\n\nv1.2\n• Mod portal release.
softmod_info_updates_2=v1.3.1-v1.3.4\n• Bugfixes.\n• Rebalancings, including: iron ore amounts buffed; kraken reward improved; final resource requirement increased; overall difficulty reduced.\n• An officer will now be prioritised for the captain role if the captain disconnects.\n\nv1.3\n• Hold chests are now destructible.\n• Fluid is now transportable between decks.\n• New classes, and new 'Class Window'.\n• Other improvements, small features, and balance changes.\n\nv1.2\n• Mod portal release.
softmod_info_credits_1=Credits
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
@ -101,6 +101,8 @@ ship_set_off_to_next_island=[font=heading-1]Ship set sail[/font] for the next de
crew_continue_on_freeplay=The run now continues on 'Freeplay'.
victory_continue_reminder=If you wish to continue the game, click up top.
crew_disband_tick_message=The crew will disband in 20 seconds.
plank=__1__ planked __2__!
plank_error_invalid_player=Command error: Player is not a crewmember.
plank_error_self=Command error: Can't plank yourself.

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@ -1246,7 +1246,9 @@ local function event_on_research_finished(event)
local memory = Memory.get_crew_memory()
-- using a localised string means we have to write this out (recall that "" signals concatenation)
memory.force.print({"", '>> ', {'pirates.research_notification', event.research.localised_name}}, CoreData.colors.notify_force_light)
memory.force.print({"", '>> ', {'pirates.research_notification', research.localised_name}}, CoreData.colors.notify_force_light)
Server.to_discord_embed_raw({'', '[' .. memory.name .. '] ', {'pirates.research_notification', game.technology_prototypes[research.name].localised_name}}, true)
Public.apply_flamer_nerfs()
Public.research_apply_buffs(event) -- this is broken right now

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@ -1017,8 +1017,6 @@ function Public.loading_update(tickinterval)
local eta_ticks = total - (memory.loadingticks - (memory.extra_time_at_sea or 0))
-- log(_inspect{eta_ticks, (memory.active_sea_enemies.krakens and #memory.active_sea_enemies.krakens or 'nil'), memory.loadingticks})
if eta_ticks < 60*20 and
memory.active_sea_enemies and
memory.active_sea_enemies.kraken_count and

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@ -7,7 +7,7 @@ local _inspect = require 'utils.inspect'.inspect
local Public = {}
Public.scenario_id_name = 'pirates'
Public.version_string = '1.3.3' --major.minor.patch versioning, to match factorio mod portal
Public.version_string = '1.3.4' --major.minor.patch versioning, to match factorio mod portal
Public.blueprint_library_allowed = true
Public.blueprint_importing_allowed = true

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@ -125,7 +125,8 @@ function Public.try_lose(loss_reason)
if (not memory.game_lost) then
-- if (not memory.game_lost) and (not memory.game_won) then
memory.game_lost = true
memory.crew_disband_tick = game.tick + 360
memory.crew_disband_tick_message = game.tick + 60*10
memory.crew_disband_tick = game.tick + 60*35
local playtimetext = Utils.time_longform((memory.age or 0)/60)

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@ -67,6 +67,7 @@ require 'maps.pirates.shop.shop'
require 'maps.pirates.boat_upgrades'
local Token = require 'utils.token'
local Task = require 'utils.task'
local Server = require 'utils.server'
require 'utils.profiler'
@ -274,12 +275,23 @@ local function crew_tick()
PiratesApiOnTick.loading_update(Common.loading_interval)
end
if memory.crew_disband_tick_message then
if memory.crew_disband_tick_message < tick then
memory.crew_disband_tick_message = nil
local message1 = {'pirates.crew_disband_tick_message', 25}
Common.notify_force(memory.force, message1)
Server.to_discord_embed_raw({'', '[' .. memory.name .. '] ', message1}, true)
end
end
if memory.crew_disband_tick then
if memory.crew_disband_tick < tick then
memory.crew_disband_tick = nil
Crew.disband_crew()
end
return
end
end

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@ -71,7 +71,7 @@ local destinationScheme = {
[18] = {C, C, C}, --first showing of robot frame cost
[19] = {DOCK, B, B},
[20] = {NIL, NIL, NIL},
[21] = {WALKWAYS, WALKWAYS, WALKWAYS}, --rocket launch cost
[21] = {WALKWAYS, WALKWAYS, WALKWAYS}, --rocket launch cost begins
[22] = {SWAMP, RED_DESERT, STANDARD_VARIANT}, -- uniquely, this has a rocket launch cost, but still has an auto-undock timer
[23] = {C, C, C},
[24] = {MAZE, MAZE, MAZE}, -- current 'boss map'

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@ -190,10 +190,8 @@ Public.class_purchase_requirement = {
function Public.initial_class_pool()
return {
enum.DECKHAND,
enum.DECKHAND, --good for afk players
enum.SHORESMAN,
enum.SHORESMAN,
enum.QUARTERMASTER,
enum.FISHERMAN,
enum.SCOUT,

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@ -348,7 +348,7 @@ function Public.assign_captain_based_on_priorities(excluded_player_index)
local captain_name = nil
-- Prefer officers for a captain (if there are any)
for _, player_index in pairs(memory.officers_table) do
for player_index, _ in pairs(memory.officers_table) do
local player = game.players[player_index]
local player_active = Utils.contains(Common.crew_get_nonafk_crew_members(), player)

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@ -266,7 +266,7 @@ end
function Public.overall_kraken_tick()
local memory = Memory.get_crew_memory()
if memory.active_sea_enemies and memory.active_sea_enemies.krakens and #memory.active_sea_enemies.krakens > 0 then
if memory.active_sea_enemies and memory.active_sea_enemies.kraken_count and memory.active_sea_enemies.kraken_count > 0 then
local evo_increase = Balance.kraken_evo_increase_per_second()
if evo_increase > 0 then
if not memory.dynamic_kraken_evo then memory.dynamic_kraken_evo = 0 end