diff --git a/maps/pirates/api_events.lua b/maps/pirates/api_events.lua index 454df000..bb18b26e 100644 --- a/maps/pirates/api_events.lua +++ b/maps/pirates/api_events.lua @@ -1245,10 +1245,12 @@ local function event_on_research_finished(event) Memory.set_working_id(crew_id) 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', 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) + if (not (memory.game_lost)) then --this condition should prevent discord messages being fired when the crew disbands and gets reset + -- using a localised string means we have to write this out (recall that "" signals concatenation) + 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) + end Public.apply_flamer_nerfs() Public.research_apply_buffs(event) -- this is broken right now diff --git a/maps/pirates/crew.lua b/maps/pirates/crew.lua index 70dc0a76..361f96d5 100644 --- a/maps/pirates/crew.lua +++ b/maps/pirates/crew.lua @@ -849,6 +849,7 @@ function Public.reset_crew_and_enemy_force(id) crew_force.laboratory_productivity_bonus = 0 crew_force.ghost_time_to_live = 12 * 60 * 60 crew_force.worker_robots_speed_modifier = 0.5 + crew_force.research_queue_enabled = true for k, v in pairs(Balance.player_ammo_damage_modifiers()) do crew_force.set_ammo_damage_modifier(k, v) diff --git a/maps/pirates/main.lua b/maps/pirates/main.lua index 44f9ea49..c8ad4659 100644 --- a/maps/pirates/main.lua +++ b/maps/pirates/main.lua @@ -126,7 +126,6 @@ local function on_init() local crew_force = game.create_force(Common.get_crew_force_name(id)) Crew.reset_crew_and_enemy_force(id) - crew_force.research_queue_enabled = true end -- Delay.global_add(Delay.global_enum.PLACE_LOBBY_JETTY_AND_BOATS) diff --git a/maps/pirates/overworld.lua b/maps/pirates/overworld.lua index ee5df8f2..f029f5b2 100644 --- a/maps/pirates/overworld.lua +++ b/maps/pirates/overworld.lua @@ -44,7 +44,7 @@ local RADIOACTIVE = Surfaces.Island.enum.RADIOACTIVE local HORSESHOE = Surfaces.Island.enum.HORSESHOE local STANDARD_VARIANT = Surfaces.Island.enum.STANDARD_VARIANT -local A = {NIL, NIL, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS} +local A = {STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS} local B = {NIL, NIL, NIL, STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS} local C = {STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS} local D = {NIL, NIL, NIL, STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS, SWAMP} @@ -54,7 +54,7 @@ local destinationScheme = { [1] = {HORSESHOE, HORSESHOE, HORSESHOE}, --map where you break rocks [2] = {STANDARD_VARIANT, STANDARD_VARIANT, STANDARD_VARIANT}, --aesthetically different to previous map [3] = {DOCK, NIL, NIL}, - [4] = {A, A, A}, + [4] = {A, A, NIL}, [5] = {STANDARD, STANDARD, STANDARD}, --biter boats appear. large island works well so players run off [6] = {MAZE, MAZE, MAZE}, [7] = {DOCK, B, B},