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discord bugfix
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@ -1245,10 +1245,12 @@ local function event_on_research_finished(event)
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Memory.set_working_id(crew_id)
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local memory = Memory.get_crew_memory()
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-- using a localised string means we have to write this out (recall that "" signals concatenation)
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memory.force.print({"", '>> ', {'pirates.research_notification', research.localised_name}}, CoreData.colors.notify_force_light)
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Server.to_discord_embed_raw({'', '[' .. memory.name .. '] ', {'pirates.research_notification', game.technology_prototypes[research.name].localised_name}}, true)
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if (not (memory.game_lost)) then --this condition should prevent discord messages being fired when the crew disbands and gets reset
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-- using a localised string means we have to write this out (recall that "" signals concatenation)
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memory.force.print({"", '>> ', {'pirates.research_notification', research.localised_name}}, CoreData.colors.notify_force_light)
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Server.to_discord_embed_raw({'', '[' .. memory.name .. '] ', {'pirates.research_notification', game.technology_prototypes[research.name].localised_name}}, true)
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end
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Public.apply_flamer_nerfs()
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Public.research_apply_buffs(event) -- this is broken right now
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@ -849,6 +849,7 @@ function Public.reset_crew_and_enemy_force(id)
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crew_force.laboratory_productivity_bonus = 0
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crew_force.ghost_time_to_live = 12 * 60 * 60
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crew_force.worker_robots_speed_modifier = 0.5
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crew_force.research_queue_enabled = true
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for k, v in pairs(Balance.player_ammo_damage_modifiers()) do
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crew_force.set_ammo_damage_modifier(k, v)
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@ -126,7 +126,6 @@ local function on_init()
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local crew_force = game.create_force(Common.get_crew_force_name(id))
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Crew.reset_crew_and_enemy_force(id)
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crew_force.research_queue_enabled = true
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end
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-- Delay.global_add(Delay.global_enum.PLACE_LOBBY_JETTY_AND_BOATS)
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@ -44,7 +44,7 @@ local RADIOACTIVE = Surfaces.Island.enum.RADIOACTIVE
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local HORSESHOE = Surfaces.Island.enum.HORSESHOE
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local STANDARD_VARIANT = Surfaces.Island.enum.STANDARD_VARIANT
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local A = {NIL, NIL, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS}
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local A = {STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS}
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local B = {NIL, NIL, NIL, STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS}
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local C = {STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS}
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local D = {NIL, NIL, NIL, STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS, SWAMP}
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@ -54,7 +54,7 @@ local destinationScheme = {
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[1] = {HORSESHOE, HORSESHOE, HORSESHOE}, --map where you break rocks
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[2] = {STANDARD_VARIANT, STANDARD_VARIANT, STANDARD_VARIANT}, --aesthetically different to previous map
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[3] = {DOCK, NIL, NIL},
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[4] = {A, A, A},
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[4] = {A, A, NIL},
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[5] = {STANDARD, STANDARD, STANDARD}, --biter boats appear. large island works well so players run off
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[6] = {MAZE, MAZE, MAZE},
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[7] = {DOCK, B, B},
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