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Mtn: replace landfill with nuclear-ground
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@ -2277,7 +2277,7 @@ local function zone_forest_1(x, y, data, void_or_lab, adjusted_zones)
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--Water Ponds
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if noise_cave_ponds > 0.670 then
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if noise_cave_ponds > 0.750 then
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tiles[#tiles + 1] = { name = 'landfill', position = p }
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tiles[#tiles + 1] = { name = 'nuclear-ground', position = p }
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if random(1, 4) == 1 then
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markets[#markets + 1] = p
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end
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@ -2306,7 +2306,7 @@ local function zone_forest_1(x, y, data, void_or_lab, adjusted_zones)
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end
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if noise_cave_ponds > 0.74 then
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tiles[#tiles + 1] = { name = 'landfill', position = p }
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tiles[#tiles + 1] = { name = 'nuclear-ground', position = p }
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if cave_rivers < -0.502 then
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tiles[#tiles + 1] = { name = 'refined-hazard-concrete-right', position = p }
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end
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@ -2367,7 +2367,7 @@ local function zone_forest_1(x, y, data, void_or_lab, adjusted_zones)
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if random(1, 2048) == 1 then
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treasure[#treasure + 1] = { position = p, chest = 'iron-chest' }
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end
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tiles[#tiles + 1] = { name = 'landfill', position = p }
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tiles[#tiles + 1] = { name = 'nuclear-ground', position = p }
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local noise_forest_location = Public.get_noise('forest_location', p, seed)
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if noise_forest_location > 0.095 then
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if random(1, 256) == 1 then
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@ -225,7 +225,7 @@ local function damage_area(cell)
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this.explosives.tiles[key] = nil
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if math_abs(tile.position.y) < surface.map_gen_settings.height * 0.5 and math_abs(tile.position.x) < surface.map_gen_settings.width * 0.5 then
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if not check_y_pos(tile.position) then
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surface.set_tiles({ { name = 'landfill', position = tile.position } }, true)
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surface.set_tiles({ { name = 'nuclear-ground', position = tile.position } }, true)
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end
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end
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else
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